Roll, Surge, Keep - The Basics of Emberwatch
Emberwatch uses a “Roll, Surge, Keep” system for most dice checks. Here's how it works:
- Roll – Build your dice pool based on the action you're taking. This is usually a combination like Skill + Instinct, but other combinations may be used depending on the situation. Roll all the dice in the pool.
- Surge – After rolling, count how many 6s you rolled. For each 6, increase your Keep by 1 for this roll only.
- Keep – This is how many of your rolled dice you get to total for your final result. Most rolls use a Keep between 3 and 6, but Surge can push it higher.
Important: You can never Keep more dice than you rolled. If your Keep exceeds your dice pool, the extra Keep is unused—unless you have a Talent that allows you to roll additional dice.
Once you have your result, share it with the Game Master. The GM compares it to the Difficulty to determine the outcome.
Example:
Flynn is trying to sneak past a guard.
- He has a Sneak Skill of 4 and is using his Curiosity Instinct, which is 2.
- His Sneak Skill indicates a Keep score of 3.
- He builds his dice pool: 4 (Skill) + 2 (Instinct) = 6 dice.
- He rolls: 6, 4, 4, 3, 2, 2.
Step-by-step:
- Surge: Flynn rolled one 6, so his Keep increases from 3 to 4 for this roll.
- Keep: He selects the highest four dice: 6, 4, 4, 3.
- Total: Those dice sum to 17.
Flynn shares the result with the GM, who compares it against the Difficulty to determine if he successfully sneaks past the guard.
Difficulty
Difficulty is the target number a player must meet or exceed to succeed at an action. The Game Master sets the Difficulty based on how challenging the task is. After the player rolls and calculates their result using the Roll, Surge, Keep system, that total is compared against the Difficulty. If the result is equal to or higher than the Difficulty, the action succeeds. If it is lower, the action fails.
Difficulty Table
The Difficulties in the table are a guideline. And GMs are encouraged to use values between those listed as needed.
Difficulty | Target | Description |
Basic | 12 | Trivial for most—routine or well-practiced |
Simple | 16 | Easy but not automatic—low-stakes or familiar |
Standard | 20 | A typical challenge—success expected with focus |
Tough | 24 | Demands skill, luck, or preparation |
Heroic | 28 | A rare success—requires excellence |
Legendary | 32 | Borderline impossible—extraordinary achievement |
Game Master Note
Set the Difficulty based on the core challenge of the action, not the circumstances surrounding it. Extra factors—like weather, stress, or poor footing—should be handled through Advantage or Disadvantage, not by raising or lowering the Difficulty itself.
Example: A character is climbing a cliff in the rain. The Difficulty should reflect the cliff's natural difficulty—steepness, texture, height—not the rain. The rain is an additional circumstance, and should apply Disadvantage to the roll.
Success
When a player succeeds on a roll, their character achieves what they set out to do. This doesn’t always mean they get everything they want, but it does mean they succeed at the task—and the GM should honor that success.
It may sound obvious, but it’s important. GMs can sometimes hesitate, especially when a player rolls exceptionally well on a task that wasn’t meant to be possible. But denying success after a clear roll—especially without warning—undermines trust at the table.
If something is truly meant to be impossible, make that clear before the roll is made. Otherwise, if the player rolls and succeeds, let them have it—even if it means adjusting your plans. That’s part of the fun.
Failure
Failure isn’t the end of the story—it’s where things get interesting.
When a character fails a roll, they don’t get what they want, but the story should still move forward. Failure is an opportunity: it creates tension, introduces consequences, and opens new paths. The worst outcome of a failed roll is nothing happening at all. If that’s the case, the roll didn’t need to happen.
Instead, let failure raise the stakes. Complicate the scene. Escalate the tension. Make the outcome feel real.
This is often called failing forward—the idea that failure changes the situation, not stalls it. A locked door stays locked, but now guards are coming. A missed attack leaves the character exposed. The spell fizzles, but draws unwanted attention. The narrative moves, even if the plan doesn’t.
Opposed Rolls
When two characters go head to head, the static Difficulty system is set aside. Instead, both participants build and roll their dice pools, then compare their final results. The character with the higher total wins.
If the outcome is a tie, the Game Master designates one character as the defender—usually the one being acted upon. The defender wins all ties.
Extended Rolls
Sometimes a single roll feels too decisive for a scene. This often happens when the action plays out over time, involves shifting momentum, or simply isn’t worth breaking down into every individual step.
Examples include:
- A journey that spans several days or weeks
- A strategic board game between rivals
- A playful duel between legendary swordmasters
In these cases, the GM can call for an Extended Roll.
An Extended Roll is resolved as a “best of” series of rolls. The GM sets the number of checks to be made—usually between 3 and 5. It’s recommended to keep the number relatively low, 7 or more rolls should be reserved for particularly epic or climactic moments, as longer contests can become tedious, boring, and overwhelming.
To avoid ties, the GM should choose an odd number of rolls. However, if a tie is acceptable or narratively interesting, an even number can be used.
Each roll in the series can be made against a set Difficulty or resolved as an Opposed Roll between participants, depending on the situation.
Extended Rolls may involve a single character or a group effort. In group checks, each character typically contributes one or two rolls. Avoid having every player make multiple rolls—this helps keep the pace brisk and the focus sharp.
Whoever wins the majority of rolls wins the check.
Advantage & Disadvantage
Players are naturally good at finding ways to give their characters an edge. In contrast, GMs often look for ways to make even simple tasks more interesting by shifting the environment or situation. In both cases, these factors are represented through Advantage or Disadvantage.
When a character has Advantage, they roll additional dice based on how significant that benefit is:
- Minor Advantage: +2 dice
- Moderate Advantage: +4 dice
- Major Advantage: +6 dice
Disadvantage works the same way, but removes dice from the pool:
- Minor Disadvantage: –1 die
- Moderate Disadvantage: –2 dice
- Major Disadvantage: –3 dice
Advantage and Disadvantage are capped at these values. If multiple circumstances apply, the GM should weigh them together and apply a single net rating. Do not stack values beyond +6 or –3.
** Example: ** A character climbs a cliff with good equipment (Minor Advantage: +2 dice) but during a storm (Moderate Disadvantage: –2 dice). These cancel each other out, resulting in a neutral roll.
Assistance
Tabletop RPGs are collaborative by nature, and characters will often help each other overcome challenges. When one character assists another, it should have a meaningful impact.
Assistance is treated as a form of Advantage. If a character can reasonably help with a task—by offering guidance, lifting a heavy object together, or distracting a target—the acting character gains Advantage based on the strength of that support.
The GM decides the severity of the Advantage, using the same scale listed in the Advantage and Disadvantage rules.
Assistance can’t be stacked endlessly. If multiple characters offer help, the GM should consider the combined impact and assign a single Advantage level, capped at +6 dice.
Taking Turns
Characters in Emberwatch take Turns—moments where they act or respond to the world around them. Most of the time, Turns are handled freeform, with the GM and players moving between characters naturally, based on the rhythm of the story the group is collaboratively telling.
Rounds
Sometimes, the order of events becomes crucial—during combat, timed challenges, or tense situations where every second matters. In these moments, gameplay shifts into Rounds.
During a Round, each character takes their Turn in a specific order, and the following structure applies:
- Characters take turns in order, determined by Initiative.
- On their Turn, a character can take up to 2 Actions.
- Each character also gets 1 Reaction per Round, which can be used outside their Turn.
Actions: An Action is a deliberate move a character takes: attacking, moving, casting a spell, using a skill, and so on. Each Turn may include two such Actions, unless otherwise limited.
Reactions: A Reaction is a quick, reflexive response to a specific trigger—dodging, parrying, casting a defensive spell, or similar. Characters begin with 1 Reaction per Round by default. Additional Reactions or special types of Reactions can be gained through Talents.
Free Actions: Free Actions are simple, effortless things a character can do without costing an Action—like speaking briefly, dropping an item, or opening an unlocked door. Characters can take as many Free Actions as make sense, but the GM may limit excessive use.
When gameplay shifts into Rounds, more detailed rules and systems come into play—such as initiative, positioning, and tactical choices. These are covered fully in the Combat chapter.
Characters
This chapter includes everything you need to create a character in Emberwatch. Whether you're building your first character or your fifth, the sections ahead walk you through the process step by step.
Character creation is presented in the order it should be followed, making it easy for new players to build a complete and functional character. For experienced or returning players, you’ll find a Character Creation Quick Start below, so you can move quickly without rereading each section.
To help along the way, many sections include short Player Guides—helpful tips and insights for newer players. These notes offer advice on making choices, understanding how mechanics tie into play, and shaping your character’s story.
This chapter covers everything from choosing your species and assigning your instincts, to selecting talents, equipment, and the final touches that bring your character to life. The mechanics of your character are designed to reflect both their role in the story and their capabilities in play.
Let’s begin.
Character Creation
This guide walks you through the entire character creation process.
Step 0: The Hook
Before players begin creating their characters, it’s the Game Master's (GM’s) role to introduce the story. This narrative hook is more than just a compelling premise—it’s a compass. It gives players a sense of the world’s tone, the kinds of challenges they’ll face, and any important themes or house rules they should know. A well-crafted hook helps spark ideas and guide players as they shape their characters.
The strength of any story doesn’t lie in its plot alone—it lives in its characters. As the GM, it's your job to ensure that the story is closely tied to the player characters (PCs). Their goals, backgrounds, fears, and flaws should matter. A PC might hold a secret tied to the campaign’s climax. Another could be connected to a villain in ways that reshape the conflict. One might be heir to a lost legacy; another may have made a decision that set these events in motion without knowing it.
By tying the player characters directly into the story, you turn a campaign from “a story in a world” into “a story about the characters.” The best stories are the ones where the protagonists are indispensable—and in Emberwatch, the protagonists are always the players.
What Makes a Good Hook
A Hook should give players just enough information to spark their imagination and guide character creation—not a full setting primer or plot summary. A strong Hook is focused, clear, and no longer than a page.
Here’s what to include:
- Tone & Type of Game - Is the game pulpy, cinematic, gritty, survival-focused, slow-burning, or fast-paced? Players should know what to expect from moment to moment.
- Core Theme or Genre - Is this horror? Action-adventure? Tragedy? High fantasy? A post-apocalyptic survival tale? Call out the primary emotional or genre touchstone.
- Major Conflicts or Framing Events - What’s brewing in the world? A civil war, a brewing rebellion, a rising magical storm? Keep it light on lore, but give the players a sense of the larger forces in motion.
- Character Relevance - Include a line or two about the kinds of characters who might thrive or belong here—what kind of backgrounds, flaws, or motivations would feel at home in this story?
- House Rules or Unique Systems - If there are custom mechanics, banned content, or optional rules in use, mention them briefly.
A good Hook doesn’t explain everything—it invites players into the world and gives them a direction to start building characters who matter.
Example Hook: The Ones Who Followed
Months ago, two travelers passed through your village: a young spellcaster named Flynn, and a blue-feathered warrior who called herself Vyya. They stayed only a one night and one day– just long enough to ask the wrong questions, attract the wrong attention, and vanish without warning.
Now, strange things are happening. The forest feels restless. People talk about flickering lights in the trees, voices on the wind, and distant shapes that disappear when approached. There’s talk of Emberwatch, a name that should be legend, not warning.
No one knows where Vyya and Flynn went, or why. But the path they left behind calls to you—and you’ve decided to follow it.
Game Type: Cinematic mystery-adventure with survival elements
Tone: Grounded, moody, and mysterious, with moments of wonder and fear
Themes: Discovery, trust, obsession, ancient power, and what it costs to seek the truth
Conflicts: Vanishing travelers, ancient ruins awakening, dangerous forces watching from the wilds
Character Fit: This story is about those willing to chase the unknown. Curious scholars, hardened scouts, reluctant heroes, or people with something to prove—all belong here.This game includes environmental danger, hidden magic, and moral choices. Survival is not guaranteed, and not all truths want to be found.
Step 1: Create a Character Concept
Before diving into the details of a character sheet, start with a concept—a clear, compelling idea of who your character is. This isn’t just about their role or abilities, but about the person behind the stats.
Labels like swashbuckling rogue or grim wizard are a fine starting point. They help you find your footing—but they shouldn’t be where your character ends. A strong concept looks beyond the surface to explore what drives them, what shaped them, and where they’re going. It should be something you can describe aloud in 20 to 30 seconds, but still feel like the beginning of a bigger story.
To help shape your concept, consider:
- What shaped them? - Values, culture, key life events, or past mistakes.
- What drives them? - Goals, fears, ambitions, or moral lines they won’t cross.
- Who matters to them? - Mentors, rivals, allies, or people they can’t let go of.
- Where do they fit in this world? - How do they belong in the story the GM is setting up?
Just as important, make sure your concept aligns with the Hook. When your character fits the tone, themes, and setup of the story, it’s easier to build meaningful connections—with the world, with the story, and with the rest of the group.
The best character concepts leave room to grow. They don’t answer everything—but they spark questions that will be answered through play.
Example Character Concepts – The Ones Who Followed
Concept 1 - Brin Underbough, the Unspoken Debt:
Species: Hedgehog
Role/Class: Spirit-sensitive wanderer (a hybrid of scout and medium)Brin is a quiet hedgefolk who once lived at the edge of the old forest, keeping to himself and tending forgotten graves. When the two strangers passed through the village, one of them helped him without asking—a single, wordless kindness that left a mark. He didn’t even catch their names. A week later, the whispering started.
Now Brin hears the Wilds murmuring in dreams and waking moments. The trees lean toward him. The old paths open and close. He doesn’t know what the strangers were looking for, but something they touched woke the world around him—and maybe something inside him. He’s not chasing them out of heroism or fear.
He’s chasing them because the forest told him to.
Concept 2 - Corra Flint, Breaker of Oaths
Species: Mountain lion
Role/Class: Ex-warden turned mercenary (martial frontline, survivalist, wounded idealist)Corra used to wear the badge of a regional peacewarden—a figure of law in the wild places where roads fade and memory grows thin. She broke that oath two years ago after refusing to carry out an execution she didn’t believe in. Since then, she’s lived job to job, blade to blade.
When the strangers came through the village, she didn't speak to them. She didn’t care. But the stories they left behind—about Emberwatch, about something old waking up—hit a nerve. There’s something in the way the world feels lately. Familiar. Heavy.
She doesn’t believe in ancient orders or whispered legends. But she does believe in unfinished business. And she’s tired of running from the parts of herself that used to fight for something more.
Step 2: Specify a Species
In the diverse world of Emberwatch, the call of the wild beckons every player. From the nimble grace of leopards to the sharp gaze of hawks, the vast array of Earth’s land and sky-dwelling animals awaits your embodiment. Whether you're drawn to creatures that climb, burrow, soar, or stalk, Emberwatch offers an immersive experience where you step into the natural world in a whole new way.
Begin by choosing an animal that resonates with your vision for your character. This choice is more than just selecting a species—it’s about embracing the essence of that creature. Once you've made your choice, explore its unique traits and instincts. To reflect these in gameplay, you’ll select Species Talents that highlight your animal’s natural abilities. These talents can be found on the Talents page, and are marked with a Species tag to show they are available during character creation.
You may choose up to four total Talents during character creation, mixing freely between Species and General Talents. There is no required combination, but it's strongly recommended that you select at least one Species Talent to reflect your character’s natural traits.
One note of distinction: in the world of Emberwatch, humans do not exist. This is a realm where the animal kingdom takes center stage. While your choices are broad, the GM has the final say to ensure each species fits the tone and story of the game.
Step into the skin, fur, feathers, or scales of your character—let the instincts of the wild guide you, and create someone who truly roars, chirps, or prowls their place in the world.
Step 3 - Invest in Instincts
Instincts describe the natural tendencies that shape how your character approaches the world. They are not skills themselves, but the motivations and drives behind every action you take. Instincts influence how you solve problems, make decisions, and interact with others.
When creating a character, you will distribute 15 points across the seven Instincts. No Instinct can start higher than 4 at character creation, and none can ever drop below 0. The maximum cap during play is 6.
The Instincts are:
- Curiosity – Drives investigation, learning, and exploration.
- Influence – Focuses on social impact, persuasion, and interpersonal dynamics.
- Aggression – Emphasizes forceful, bold, and decisive actions.
- Innovation – Encourages creative, adaptive, and inventive solutions.
- Kinship – Prioritizes cooperation, relationships, and group well-being.
- Protection – Focuses on defense, vigilance, and safeguarding others.
- Perseverance – Reflects endurance, practicality, and resilience in adversity.
Your spread of Instincts represents your character’s natural approach to challenges. A character with high Aggression will tend to act boldly and directly, while a character with high Kinship will lean toward teamwork and protecting their allies.
Instincts are not fixed. Over the course of play, they will shift and evolve to reflect your character’s story. After each session, you may adjust one Instinct up and another down, or make two shifts if the session was especially intense. These changes let your character’s personality grow alongside their experiences.
Step 4: Select Skills
Skills are the foundation of what your character can do. They represent training, practice, and the talents your character has honed through their life. Whether it’s reading the lay of the land, forging steel, negotiating with a councilor, or striking true in battle, Skills measure capability in action.
Every Skill begins at a certain rank and can be improved as your character grows. Higher ranks mean broader expertise and sharper reliability, but Skills don’t exist in a vacuum—they always work hand in hand with Instincts. Together, they show not only what your character can do, but how they choose to approach the world.
Skill Categories
Skills are divided into three broad categories:
- Core Skills – Universal abilities every character relies on, such as Athletics, Insight, or Lore.
- Martial Skills – Techniques for battle, from blades and bows to fists and thrown weapons.
- Magic Skills – Specialized disciplines that channel the arcane through unique practices of power.
Starting Skills & XP
When you create a character, you’ll start with a preset skill spread plus some XP to customize your build.
This keeps new characters balanced while still letting you make them your own.
Core Skills
(20 total – all start at Rank 1)
- 2 skills at Rank 4 – Your specialties.
- 6 skills at Rank 3 – Strong supporting abilities.
- 8 skills at Rank 2 – Solid, reliable competency.
- 4 skills at Rank 1 – Weaknesses or growth areas.
Martial & Magical Skills
(choose across both lists – all start at Rank 0)
Pick three distinct skills (any mix of Martial or Magic):
- 1 skill at Rank 4 – Your signature combat or magic talent.
- 1 skill at Rank 3 – A strong secondary.
- 1 skill at Rank 2 – A useful tool to grow.
XP to Spend
You’ll get 15 XP to spend on top of this starting spread.
Spend it however you like — boost Martial or Magic skills, polish Core skills, or mix and match.
At creation, you may raise a skill as high as Rank 5 (max 1 skill at Rank 5).
Advanced Characters
If you want to design from scratch, skip the preset spread.
Instead, start with:
- Core Skills at Rank 1
- Martial/Magic Skills at Rank 0
- 200 XP to spend freely
This is the same total value as the preset spread + 15 XP, but lets you create highly specialized or unconventional builds from the start.
Assigning Keep
Core Skills
- All Core Skills begin with Keep 3 by default.
- You may choose 4 Core Skills to begin at Keep 4, representing areas where your character is especially focused, practiced, or precise.
Martial and Magic Skills do not have a fixed Keep value.
- Martial Skills derive their Keep from the weapon being used.
- Magic Skills determine Keep based on the specific effects of each spell.
Further details on how Keep functions in combat and spellcasting can be found in the respective chapters on Combat and Magic.
This system encourages diverse character builds—whether you focus on survival, combat, magic, or a balance of all three—and leaves space for skills to evolve as your character grows through the story.
Step 5: Take Talents
Talents represent unique traits, specialized techniques, and personal advantages that set your character apart. Where skills reflect what your character can do, talents shape how they do it—and often, how they stand out from others in the world.
Talents can modify skill use, enhance effectiveness in specific situations, or introduce entirely new options during play. Some improve reliability or resilience. Others allow you to break or bend the rules in small but meaningful ways.
At character creation, each character begins with 4 total Talents, chosen freely from the Talent list. These can be a mix of General and Species Talents in any combination. While there is no restriction on how many of each type you choose, it’s recommended to include at least one Species Talent to reflect your character’s natural traits.
Some talents may have requirements, but these always refer to other talents—not skills, instincts, or species. This creates natural paths of growth and synergy without locking characters into rigid builds.
As your character advances, they’ll unlock more talents, allowing you to customize their style, sharpen their focus, or expand their versatility.
All available talents are detailed on the Talents page, including their effects, tags, and any prerequisites.
Step 6: Make Magic
If you didn’t take any Magic Skills, skip this section.
It’s time to select your spell components. These components are required for casting spells. Each spell is constructed using three types of Spell Components: Effects, Forms, and Ranges. You cannot cast a spell without one of each.
For each rank you took in Magic Skills, you gain one spell component of your choice — either a new Effect, Form, or Range.
Ranges must be taken in order. Additionally, characters start with two Ranges: Self and Touch.
Before you make your selections, below is a quick overview of how spells are cast. More details can be found in the Magic section.
Basic Magic Overview
To cast a spell in Emberwatch, you combine three essential Spell Components:
- Effect – What the spell does
- Form – How the spell takes shape
- Range – Where or how far the spell takes effect
Without all three, a spell cannot be cast.
Your maximum Keep for any Effect cannot exceed your highest Spell Skill rank (Except, all Effects start at Keep 3). This represents the level of magical discipline required to fully command that type of magic.
Spellcasting in Action
When casting a spell, you:
-
Choose one Effect, one Form, and one Range
-
Declare the spell’s Potency, which determines its strength or duration
-
Calculate the spell’s Difficulty using this formula:
(Potency × Effect Cost) + Form Cost + Range Cost
You then roll the appropriate Spell Skill. If your result meets or exceeds the Difficulty, the spell resolves cleanly and powerfully.
If your result falls short, the spell still goes off — but it causes Spell Lash: unintended consequences, such as magical backlash, instability, or altered results. The nature of the consequence depends on the magic skill used and the situation in which the spell is cast.
Potency
Potency measures the force and impact of your spell:
- For damaging spells, Potency determines damage in dice.
(For example, Potency 3 = 3D damage.) - For non-damaging spells, Potency increases duration or intensity.
(For example, a Potency 2 Bind restrains for 2 rounds.)
Choosing the right Potency balances power and control — high Potency increases your spell’s impact, but also raises its Difficulty.
Example Spell
You want to cast a fiery arc using Burn (Effect), in a Line (Form), 30 feet ahead (Range), with Potency 2.
If Burn costs 4, Line costs 3, and the Range costs 2, then:
Difficulty = (2 × 4) + 3 + 2 = **13**
You roll your Primacy skill.
- If you roll 13 or higher: the firebolt streaks forward perfectly.
- If you roll lower: it still fires — but may scorch too wide, sputter, or sear your own hand.
More details on spellcasting can be found in the Magic section, including a full list of spell components, how Potency influences your spells, and the unique casting styles and consequences associated with each of the five Magic Skills: Primacy, Soulsong, Potenth, Veilcraft, and Sublimancy.
Step 7: Final Touches
There are a few more pieces that need to be finalized before we start playing. We’ll go through them one by one.
Hit Points
Hit Points (HP) represent your character’s vitality and life force. When you take damage, it reduces your current HP. If your HP is ever reduced to zero, you fall unconscious.
If your HP drops to a value equal to or lower than the negative of your maximum HP (for example, –15 if your max HP is 15), your character is dead.
While unconscious and at negative HP, your character continues to lose 1 HP per turn until stabilized. Stabilization may come from an ally, a spell, or specific talents.
Your maximum HP is calculated using the following formula:
(Fortitude + Level) × 5
Some talents may increase your HP. Be sure to apply those bonuses when calculating your total.
Size
In Emberwatch, Size defines the physical scale of a character. It determines their height, footprint in combat, and base movement speed. While mostly narrative, Size also affects how characters interact in tight spaces or during close combat.
Players may choose from Small, Average, or Large sizes for their characters. Very Small and Very Large characters are allowed with GM approval, and sizes beyond that are typically reserved for NPCs and monsters.
Size and Balance
Size does not impact a character’s mechanical strength or damage. A Small character with high Might is just as strong as a Large character with the same score. Likewise, larger characters don’t automatically deal more damage, and smaller characters don’t get bonuses to avoid attacks.
While it could be argued that smaller creatures are harder to hit and larger ones hit harder, Emberwatch avoids unbalancing tradeoffs by giving the advantage to neither. Size is primarily descriptive and logistical.
Spaces and Footprints
Emberwatch uses the traditional grid system of Spaces, where 1 Space represents a 5’x5’ square (or hex) on a battle map.
- A character’s footprint determines how many Spaces they occupy.
- Characters of different sizes may share the same Space. For example, a Small character might fight beneath the legs of a Large opponent.
- No more than two characters may occupy the same Space, regardless of size.
- If this somehow occurs, the GM may decide how to resolve the situation.
Size Chart
Size | Approximate Height | Footprint | Base Speed |
*Very Small | 1-2 feet | ½ Space | 20 |
Small | 3-4 feet | ½ Space | 25 |
Average | 5-6 feet | 1 Space | 30 |
Large | 7-10 feet | 2 Spaces | 35 |
**Very Large | 11-15 feet | 4 Spaces | 40 |
**Huge | 16-20 feet | 6 Spaces | 50 |
**Gigantic | 21-30 feet | ~10 Spaces | 60 |
*GM Approval Needed
**NPCs Only
Movement Speed
Movement in Emberwatch is measured by Speed, which determines how many feet a character can move during a single round. A character’s movement can be affected by their size, talents, magic, and terrain.
Speed
A character’s base speed is determined by their Size. This represents how far they can move using a single Action. Talents and other effects may increase or reduce speed depending on circumstance.
Jumping
Characters can jump both horizontally and vertically. Distances are measured in feet and should be rounded to the nearest 5 feet to stay consistent with Space-based movement.
- Standing Horizontal Jump: Agility + (3 × Might)
- Running Horizontal Jump (with at least a 10 ft. running start): Speed + (2 × Agility)
- Vertical Jump: Might + Agility
Jumping can be combined with movement, used to leap over obstacles, or to reach elevated locations. Some talents may improve jump distance or allow characters to ignore fall damage.
Swimming
Characters move at half speed while swimming unless a talent, spell, or magical effect says otherwise.
Soak
Soak represents your character’s ability to absorb or deflect damage before it affects their Hit Points. It is a passive defense mechanic used to reduce incoming damage in combat.
Starting Soak
Characters begin with a number of Soak boxes equal to their Fortitude score.
Additional Soak boxes can be gained from armor, shields, and talents. Some items or effects may provide temporary Soak or condition-based bonuses.
Using Soak
When your character takes damage, you may choose to spend Soak boxes to reduce the amount of damage received.
For each Soak box you spend, roll 1D. The total rolled is subtracted from the incoming damage.
- You may spend any number of available Soak boxes on a single instance of damage.
- Soak is replenished by taking Rest or through other recovery mechanics.
This system allows characters to mitigate harm in a flexible and reactive way while still taking hits that feel meaningful.
Starting Resources & Equipment
At character creation, each character begins with:
- Resources Rank 2, Keep 4.
- 2 weapons (or 1 weapon and 1 shield) each with a cost of 14 or less
- 1 armor with a cost of 16 or less
- 2 kits of your choice
- A collection of personal items — small, meaningful belongings that reflect your character’s background, culture, or story. These items help define who your character is and where they came from.
Characters who cast spells will need a spell focus—a physical object that anchors their magical abilities. One of their weapons needs to be a spell focus, typically a wand.
If you choose a magical weapon, you’ll need to work with the GM to determine its properties and abilities before the game begins.
Instincts
Instincts in this game represent your character’s underlying drives and motivations, giving insight into their mindset, reactions, and approach to the world around them. They aren’t just about what a character does—they reveal why and how they do it, coloring each action with a specific intent and tone. While skills describe what a character is doing, instincts shape the narrative behind each action, showing the character’s preferred methods and internal motivations.
Instincts are flexible and can be combined with any skill, letting you decide not only what your character is attempting but also the unique way in which they approach it. Higher-ranked instincts reflect strong tendencies and preferences, meaning your character will naturally lean toward using these in various situations, but each instinct offers distinct possibilities. For example, a character driven by Curiosity might use skills to investigate and explore, while one led by Protection will be more focused on defending and safeguarding.
Over time, your character’s instincts will shift based on their experiences and upcoming scenes, evolving to reflect their growth and changing priorities. This dynamic allows instincts to add depth to your character, capturing the essence of who they are in any given moment.
List of Instincts
Aggression
The Aggression instinct represents a character’s assertive and forceful approach to challenges, often driven by a desire to confront or resolve conflicts swiftly. High Aggression indicates a readiness to take bold, decisive action, channeling intensity toward a clear objective. Characters led by Aggression are quick to assert dominance or defend their position. When combined with any skill, Aggression colors actions with a proactive, sometimes confrontational edge, pressing forward with vigor and tenacity.
Curiosity
The Curiosity instinct reflects an open and inquisitive mind, always drawn to the unknown and eager to learn. When Curiosity is high, the character is naturally inclined to explore, investigate, and seek answers. This instinct motivates them to uncover secrets, solve puzzles, and delve into mysteries, allowing them to notice subtle details or connect disparate clues. Combined with any skill, Curiosity informs an approach centered on discovery, understanding, and expanding knowledge.
Influence
The Influence instinct captures a character’s drive to affect others, either subtly or directly, shaping situations through social means. A strong Influence instinct indicates a heightened awareness of interpersonal dynamics and a knack for persuasion, charisma, or emotional appeal. Characters with high Influence instinctively lean toward connecting with others, guiding them, or shifting perspectives. When paired with a skill, Influence reveals a preference for actions that inspire, manipulate, or create alliances, steering outcomes through social finesse.
Innovation
The Innovation instinct showcases a character’s urge to create, adapt, and improve upon existing ideas or solutions. When Innovation is high, the character naturally seeks novel methods, unique perspectives, and inventive ways of approaching problems. This instinct pushes them to break from tradition, experimenting and refining their tactics. Paired with any skill, Innovation gives actions a creative twist, encouraging characters to tackle challenges with resourcefulness and ingenuity.
Kinship
The Kinship instinct represents a character’s deep commitment to their social bonds, emphasizing cooperation and collective well-being. Characters with high Kinship instinctively place the group’s interests above their own, seeking harmony and unity within their community. This instinct drives them to nurture relationships, resolve disputes, and protect those they care about. When combined with any skill, Kinship imparts an approach focused on collaboration, empathy, and fostering connection, prioritizing the group’s resilience and support.
Perseverance
The Perseverance instinct reflects a character’s fundamental drive to persist and adapt in the face of adversity. High Perseverance indicates a heightened awareness of obstacles and a practical, steady approach to overcoming them. Characters led by Perseverance are skilled at evaluating their surroundings, recognizing threats, and making calculated decisions to press on despite difficulties. When combined with any skill, Perseverance brings a grounded, resilient approach, focused on enduring challenges and finding sustainable paths forward.
Protection
The Protection instinct centers on the character’s natural drive to defend against threats and shield themselves or others from harm. A heightened Protection instinct reveals a keen vigilance and an instinctive reaction to perceived dangers. Characters with this instinct often position themselves as guardians, always prepared to counter risk and safeguard their environment. Paired with any skill, Protection suggests actions oriented toward security, shielding, or preemptive defense, driven by an inherent desire to ensure safety.
Game Master Note
Instincts are the foundation of roleplay in Emberwatch. They aren't just a mechanical component—they represent your players' internal compass, shaping how their characters act, think, and respond to the world. Every time a character takes action, they should be engaging with their Instincts—not just picking a skill, but asking why their character is doing what they're doing, and how they're going about it.
Encourage your players to declare which Instinct they're using for each roll and explain their reasoning. This creates a steady rhythm of character-driven decision-making and helps tie mechanical actions to internal motivations. A character using Curiosity to approach a locked door brings a different tone and intention than one using Aggression or Perseverance—even if the skill is the same.
Lean into this. Push your players to reflect on their character's mindset in the moment. Ask questions like,
"What's motivating you here?"
"Why are you approaching this with Innovation instead of Influence?"
"Has your mindset shifted since last time?"This approach not only deepens immersion, it also makes Instinct Shifting feel natural and earned. When players consistently connect their actions to their evolving priorities, their growth will feel personal and alive. Over time, you'll see each character's story take shape through the lens of their Instincts—subtly at first, and then undeniably.
Use Instincts as a bridge between mechanics and narrative. That's where Emberwatch shines.
Instinct Shifting
Instincts reflect the changing priorities and mindset of your character, allowing for growth and adaptation over time. They can and will shift throughout the game in response to impactful events, evolving motivations, or strategic decisions made during play.
All instinct shifts are always the player’s choice.
Instincts shift in one-point adjustments: always +1 to one instinct and –1 to another. This reflects a change in focus, not a complete transformation. No instinct can ever drop below 0.
Player-Driven Instinct Shifts
At the end of each session, players may adjust their character’s instincts. The GM will ask each player:
“What instincts are you shifting, and what events or actions prompted this change?”
- Most sessions allow for one shift
- The GM may allow two shifts if the session involved major events, intense emotional moments, or character-defining decisions
Players should reflect on the session’s events and how they shaped their character’s perspective or values. This is also an opportunity for the player to briefly describe their character’s current mindset or emotional state based on the updated distribution.
GM-Driven Instinct Shifts
The GM can introduce instinct shifts during gameplay to deepen character development or offer dramatic choices. These are always optional and never forced on a player.
Devil’s Bargain
The GM may offer a benefit—such as a temporary resource, mechanical bonus, or narrative advantage—in exchange for a specific instinct shift. The player chooses whether to accept or refuse. Devil’s Bargains should be used sparingly and only during moments of real narrative weight or internal character conflict.
Scene Change Shifts
During major transitions or high-stress moments, the GM may offer players an instinct shift to help them prepare. This might be:
- A suggestion to increase a specific instinct
- An open invitation for players to shift an instinct of their choice
In either case, the player chooses which instinct to decrease in return. Players are also encouraged to request this option during scenes that seem likely to shift their character’s perspective.
Instinct shifts should always be narrative-first. They reflect inner change, priority shifts, or emotional responses—not just tactical optimization.
Skills
At the heart of every Emberwatch adventure lies a character’s skill—not just in combat, but in how they navigate the world, relate to others, and wield power beyond the ordinary. Skills are more than numbers on a sheet; they represent your character’s experience, training, and approach to the challenges they face. Every roll combines a Skill with an Instinct, uniting action and intent into a single moment of character expression.
Skills are divided into three broad categories:
Core Skills
Core skills cover communication, perception, survival, knowledge, and technical aptitude. They define how your character interacts with the world—whether decoding forgotten lore, surviving in the wild, performing in front of a crowd, or navigating tense social situations. These skills support exploration, roleplay, investigation, and everyday problem-solving.
Martial Skills
Martial skills measure your character’s readiness for combat—trained or improvised. They cover your ability to react under pressure, apply force with precision, and control the chaos of physical conflict. Whether you’re wielding a weapon, wrestling an opponent, or hurling a spear through smoke and panic, Martial skills represent your ability to survive and dominate in a fight.
Magic Skills
Magic skills govern your character’s relationship with supernatural forces. Each one represents a different philosophy of magical control—whether channeling elemental destruction, shaping reality, restoring life, or altering perception. These skills are used not just to cast spells, but to understand, influence, and survive the strange forces that have returned to the world.
Core Skills
Agility – Measures your speed, balance, and bodily control. Use this to dodge attacks, perform acrobatics, or move quickly and precisely.
Arcana – Your understanding of magic, how it works, and how to interact with it. This includes identifying spells, sensing magical energy, and working with mystical forces.
Awareness – Your ability to notice details in your environment. It’s used to spot hidden threats, track movement, or sense danger before it strikes.
Burglary – Covers skills related to illegal entry, like picking locks, disabling traps, and quietly bypassing security.
Craft – Represents your ability to build, repair, or modify physical objects. Whether it’s forging a blade or patching a wall, Craft is the skill for hands-on creation.
Deception – Used to lie convincingly, hide your true intentions, or mislead others through subtle manipulation or bold falsehoods.
Fortitude – Reflects your physical endurance and toughness. Use it to resist poison, withstand fatigue, or push through pain and environmental stress.
History – Your knowledge of the past—ancient civilizations, important figures, local legends, and the rise and fall of empires.
Insight – The ability to read people. Insight helps you detect lies, sense emotions, and understand hidden motives in conversation.
Intimidation – Your ability to use fear, threat, or overwhelming presence to control a situation or influence others.
Investigation – Used to examine clues, solve mysteries, and connect seemingly unrelated pieces of information through careful analysis.
Medicine – Covers treating injuries, performing first aid, diagnosing ailments, and using medical tools to keep people alive and well.
Might – Represents your raw physical strength. Use it to lift, break, climb, wrestle, or deliver heavy blows in combat.
Performance – Your ability to entertain or captivate an audience through music, storytelling, acting, or other displays of talent and charm.
Persuasion – Used to convince others, win arguments, inspire loyalty, or sway opinions through reason, kindness, or charisma.
Science – Your understanding of the natural world, logic, engineering, chemistry, and scientific principles at work in everyday life.
Sneak – The skill of moving quietly, remaining unseen, and acting without drawing attention. Useful for hiding, stealing, or striking from the shadows.
Technology – Represents your familiarity with machines, devices, and systems. Use this to operate, repair, or understand technological tools.
Wildcraft – Your knowledge of the wilds, including how to track, forage, navigate natural terrain, and survive in untamed environments.
Willpower – Reflects your inner strength and resolve. It’s used to resist fear, temptation, manipulation, or mental influence of any kind.
Martial Skills
Brawling – Your ability to fight unarmed or with improvised weapons. Brawling includes grappling, punching, tackling, and any rough close-quarters fighting where form gives way to instinct.
Magical – Your ability to wield magical weapons—items that produce magical effects when used in combat. This includes channeling power through wands, staves, or enchanted blades, as well as understanding the rhythm and timing required to use their abilities effectively.
Melee – Your skill with handheld weapons used in close quarters, such as swords, axes, hammers, or daggers. Use this to strike, defend, or maneuver in tight combat spaces with precision and control.
Ranged – Your accuracy and technique with distance weapons like bows, crossbows, and slings. Ranged governs your ability to aim, track moving targets, and apply pressure from afar.
Thrown – Your skill at using thrown weapons like knives, spears, or projectiles. Thrown focuses on timing, technique, and instinctive coordination to hit targets at a distance.
Magic Skills
Potenth - Potenth is the magic of internal reinforcement and disruption. Practitioners channel their power through a method known as infucation — the deliberate act of infusing magic into a target’s physical form. This energy penetrates beneath the surface, bonding with the inner structure to amplify or unravel what lies within. Muscles can be strengthened or exhausted, senses heightened or dulled, and resilience either fortified or broken down from the inside out.
Potenth magic affects both living creatures and inanimate objects. It can harden steel, soften armor, or push a body beyond its natural limits — or strip it of its strength entirely. Subtle but forceful, Potenth does not change what something is, but alters how power flows through it.
Primacy - Primacy channels raw, untamed magic in its most elemental and potent form. It is a force of both creation and destruction, embodying the primal chaos that underpins existence. Whether summoned to shield or annihilate, this skill represents magic in its purest, unrefined state, requiring incredible willpower to shape its volatile nature into purpose.
Soulsong - Soulsong resonates with the essence of life and spirit, weaving energy into harmony with existence. It is a source of incredible power, capable of healing wounds, strengthening bonds, and communing with the departed. Yet, its beauty is matched by its capacity for darkness; the same force that restores can be twisted to harm, exploit, or manipulate. Soulsong’s ability to touch the deepest threads of life makes it both a blessing and a danger, depending on the intentions of its wielder. To wield Soulsong is to walk the line between creation and malevolence, guided by intent and will.
Sublimancy - Sublimancy transforms the very essence of physical material — reshaping objects, elements, and even living beings by altering their fundamental nature. This is not illusion or manipulation of surface, but lasting change: once sublimated, the original essence is overwritten and cannot be restored.
At its best, Sublimancy can mend what was broken, craft tools from raw stone, or reshape the land into something purposeful and beautiful. But when wielded as a weapon, it becomes unsettling and precise — warping matter into unnatural forms, or unmaking structure where it once stood. Sublimancy is a tool of creation, adaptation, and destruction, made powerful by the truth that what it changes, it changes forever.
Veilcraft - Veilcraft manipulates perception, reality, and the boundaries of the unseen, creating obscuration or clarity to conceal or reveal hidden aspects of the world. Beyond illusions and concealment, it extends to subtle manipulations of dreams, memories, shadows, and emotions, as well as the crafting of intricate wards and the deciphering of hidden truths. Veilcraft’s reach even touches the fabric of space and perception of time, folding dimensions or altering the flow of reality in subtle ways. However, its enigmatic nature and unsettling effects often evoke fear in others, and those who practice it are said to carry an air of otherworldliness, as if they’ve glimpsed truths that were not meant to be seen—or have been seen by something in return.
Note on Magic Skills
In Emberwatch, casting spells requires spell components, which are gained by increasing your Magic Skills. There are three types of spell components, and a character must have one of each type to construct a usable spell. You earn one new spell component for each rank you gain in a Magic Skill. These components are the building blocks of spellcasting—without them, you can't form complete spells. Starting characters should keep this in mind when spending points on Magic Skills. Be sure to gain enough total ranks—and the right mix of components—to build the spells you intend to use in play. Further details on spell components and spellcasting can be found in the Magic section.
Talents
Talents are special traits that make your character unique. They represent inherited qualities, personal quirks, or hard-won abilities that go beyond basic training or raw skill. A Talent can give you an edge in certain situations, open up new options, or highlight something distinctive about who your character is.
During character creation, you’ll choose a set of Talents to help define your starting strengths and individuality. These are not just numbers on a sheet — they’re the features that set your character apart from everyone else.
For the full list of available Talents, including those tied to specific species, visit the Talents page in the rules.
Character Growth
Leveling up in Emberwatch is meant to be exciting, rewarding, and steady. Rather than waiting for dramatic jumps in power, your character earns experience (XP) every session and gradually improves over time.
You gain XP at the end of each session. Once your total accumulated XP reaches specific milestones, your character Levels Up. In the meantime, XP can also be spent between sessions to improve your character in smaller, incremental ways.
Characters begin at Level 1. The intended maximum level is 10, but if your group wants to continue beyond that, feel free—there's no mechanical limit.
Earning XP
XP is awarded at the end of each session. Most sessions should earn between 10 and 15 XP. All characters should receive the same amount of XP. Here is the guide:
- 5 XP for showing up and playing
- 2 XP per hour of session time (rounded up)
- Bonus XP may be awarded by the GM for standout moments, including:
- Excellent roleplaying
- Staying in character
- Creative or clever problem-solving
The GM can award XP for anything that enhances the game—but it's always recommended to keep it positive and generous.
Keeping Levels Even
It's strongly encouraged to keep all characters at the same level and experience total, even if a player misses a session. Life happens, and players shouldn't be punished for real-world obligations. The game is better when everyone feels included—and missing a session is already disappointing enough.
Spending XP
Characters can spend XP to grow and adapt, improving their skills and magical abilities as they gain experience. However, this growth isn't instant. It takes reflection, rest, and time to internalize new techniques or master new abilities.
You can only spend XP during one of the following times:
- Between sessions
Most XP spending happens between game sessions, when players have time to reflect on their character's progress and make thoughtful choices. - During Rest
Emberwatch includes specific in-game Rest periods where characters recover, reflect, and prepare for what comes next. During these times, and with GM approval, characters may spend XP. This keeps character advancement tied to the rhythm of the story and prevents sudden power jumps mid-conflict.
XP spending is part of your character's journey. Treat it like a moment of growth—not just a mechanical upgrade, but a reflection of what they've learned and how they've changed.
Skill Ranks
To raise the rank of a skill, pay XP equal to the new rank multiplied by its type cost:
- Core Skills: New Rank × 2
- Martial Skills: New Rank × 3
- Magic Skills: New Rank × 3
For example, raising a Core Skill from 2 to 3 costs 6 XP (3 × 2). Raising a Martial or Magic Skill to Rank 3 costs 9 XP (3 × 3).
You must pay for each rank along the way—no skipping. Skills cannot exceed Rank 6.
Don't Forget: Each time you gain a rank in a Magic Skill, you also gain one new spell component of your choice—an Effect, Form, or Range. Don't forget to record this when leveling up a Magic Skill!
Keep
Core Skills and Spell Effects have the ability to have their Keep increased. Here are the XP costs to do that:
- Keep 3 to 4 - 20 XP
- Keep 4 to 5 - 25 XP
- Keep 5 to 6 - 30 XP
Note: Keep cannot be raised higher than the current rank of a skill.
Spell Component – 15 XP
Learn a new spell component. These include Effects, Forms, and Ranges—the building blocks of spellcasting. You'll need at least one of each to construct a spell.
Earning Levels
When your total accumulated XP reaches the required amount for the next level, your character levels up immediately—no approval or downtime needed. You don't have to wait until the end of a session or the start of the next one.
Just hit the number, and you level up.
Refer to the XP progression chart below to see how much XP is needed for each level.
Level | Total Earned XP |
1 | 0 |
2 | 15 |
3 | 35 |
4 | 70 |
5 | 105 |
6 | 150 |
7 | 200 |
8 | 260 |
9 | 325 |
10 | 400 |
Level Up Process
Leveling up in Emberwatch is quick, but meaningful. Characters are always evolving—not just gaining power, but sharpening their identity and approach to the world. Here's what happens each time your character gains a level:
- Learn Two Talents
You immediately gain two new Talents. These represent growth in ability, training, or specialization. Some Talents may require other Talents as prerequisites, so plan your path accordingly. - Increase One Instinct by One
Choose one of your Instincts and raise it by one point. This reflects how your character's mindset is evolving through experience. Instincts can never go above 6. - Update Dependent Stats
Any stats tied to your level—such as Hit Points—should be updated.
For example: Hit Points are recalculated using the formula (Fortitude + Level) × 5, so they'll increase automatically when your level goes up.
Leveling up doesn't reset your XP—it just pushes you to the next milestone. You'll continue earning and spending XP as usual.
Wealth & Resources
In Emberwatch, wealth is abstract. Players don’t track coin or prices. Instead, they manage narrative access to goods, services, and influence using a flexible, story-driven system.
Resources (Wealth Skill)
Resources is a special Skill that reflects your financial standing and access to material goods. It is not purchased with skill points and does not increase through training. All characters start at Resources 2, and the skill ranges from 0 (Broke) to 6 (Opulent).
Your Resources rank can rise or fall based on events in play, including loot, rewards, story complications, and downtime activity.
Resources Keep is set at 4, and is a static value.
Acquiring Items
Every item has a Cost value. This Cost represents the abstract difficulty of acquiring it, based on rarity, complexity, or how hard it is to find or afford.
To attempt to acquire something, make a Resources Roll:
Roll: Instinct + Resources
(Choose the Instinct that fits your approach)
Target: The item’s Cost
If you succeed, you acquire the item.
If you fail, you may choose to either:
- Walk away without the item, or
- Reduce your Resources rank by 1 to acquire it anyway
You cannot reduce your Resources rank below 0.
Assets (Narrative Loot)
Loot in Emberwatch is recorded as narrative Assets instead of coin. Assets represent valuable goods, documents, favors, or materials with flexible use in play.
Each Asset includes one or more descriptive tags to help players remember its nature, origin, and potential uses. These tags reflect the Asset’s history, qualities, or narrative role, and make it easier to interpret how it might be leveraged in play.
Examples:
- “Crate of Ember-Steel Ingots (valuable, heavy, industrial)”
- “Signed Letter from the Duke (official, noble, leverage)”
You may burn an Asset to:
- Barter directly for something of similar narrative value (GM’s call)
- Gain Advantage on a Resources roll if the Asset’s tags are relevant
Assets may also be gifted, stored, stolen, or entangled in the story. Once burned, they are removed from your character sheet.
Changing Your Resources Rank
Your Resources rank may increase or decrease as the story unfolds.
Increase Resources by 1:
- Complete a profitable quest or receive significant rewards
- Earn income during downtime
- Sell or convert valuable Assets
- Gain long-term backing or support
Decrease Resources by 1:
- Force a failed Resources roll to succeed
- Suffer theft, fines, or economic loss
- Overspend in a crisis or during downtime
- Accept a narrative complication tied to wealth or reputation
Resources Keep is mostly static, but can be raised through Talents.
Cost Reference
Determining the cost of items in Emberwatch involves more than just price—it requires balancing value, rarity, and legality to establish an appropriate Cost Difficulty. These three factors are often intertwined, especially in the case of magical items, where power directly affects how rare, expensive, or restricted an item might be.
Use the following chart as a guideline to help estimate the Cost Difficulty of different items, based on these factors and the context in which they’re acquired.
Difficulty | Label | Examples |
12 | Basic | Rations, rope, torches, common tools |
16 | Simple | Basic weapons, light armor, musical instruments |
20 | Standard | Crossbows, quality weapons, durable gear, climbing equipment |
24 | Specialized | Spy tools, flintlocks, minor magic items, crafted ammunition |
28 | Heroic | Powerful weapons, wagons, mid-level magical gear, rare materials |
32 | Legendary | Ships, strongholds, greater magic items, unique relics |
36 | Mythic | Flying vessels, soulforged arms, ancient constructs |
40 | Divine | World-forging relics, seraphic artifacts, divine-level creations |
Object Durability
In Emberwatch, objects don't have hit points. Instead, we use a Threshold system—a simple way to determine whether something breaks when damaged.
Each object has a Threshold value. If a single instance of damage meets or exceeds the Threshold, the object breaks. If the damage is lower, it holds.
This rule is meant to be fast, flexible, and easy to adjudicate. GMs should adjust based on the material, purpose, and narrative importance of the object.
Some especially large or reinforced objects may require multiple breaks or special circumstances to be fully destroyed.
Material/Type | Example Objects | Threshold |
Fragile | Glassware, brittle bone, dry clay | 1–9 |
Light Wood | Crates, chairs, basic wooden tools | 10–19 |
Standard Wood / Soft Metal | Barrels, copper locks, wooden doors, basic armor | 20–29 |
Stone / Reinforced Wood | Stone walls, pillars, heavy beams, metal-banded gates | 30–39 |
Hardened Steel / Arcane Alloy | Vault doors, high-grade weapons and armor, engineered fortifications | 40–49 |
Enchanted or Legendary Material | Magical seals, primal relics, Embersteel constructs, divine wards | 50+ |
Kits
Kits in Emberwatch are collections of tools, supplies, or materials used to perform specific tasks or support particular skills. Whether you're brewing potions, navigating by starlight, or creating a false identity, kits give your character the means to act without tracking every individual item.
This reflects a core philosophy of Emberwatch: you don't need to track everything. Just like the game's abstract Wealth and Resources, inventory is kept light and flexible. Most of the time, characters rely on kits to represent what they have on hand for a particular area of expertise. When something truly specific or valuable is involved—like a rare artifact, enchanted item, or mission-critical gear—it can still be tracked individually.
While all of these fall under the Kits category, items labeled as kits are 3-use, meaning they can be used for three meaningful applications before needing to be replenished. Items labeled as tools or sets—such as lockpick sets or artisan tools—are reusable, but may break or degrade if misused.
Kits help players stay focused on story and characters, not inventory micromanagement.
Kit List
Item | Cost | Description |
Adventuring Kit | 16 | A versatile pack with small tent, rope & grappling hook, compass, flint & steel, rations, waterskin – basic wilderness survival. 3-use kit |
Healer's Kit | 16 | Bandages, salves, herbs, splints; stabilizes wounds and boosts Medicine checks. 3-use kit |
Herbalist's Kit | 14 | Herbs, vials, mortar & pestle; for identifying plants and brewing simple remedies. 3-use kit |
Alchemist's Kit | 18 | Burners, vials, reagents; mix potions, acids, volatile substances. 3-use kit |
Disguise Kit | 14 | Makeup, wigs, prosthetics, props for false identities. 3-use kit |
Survival Kit | 12 | Compass, small knife, fire-starter, portable water-purifier, mini first-aid. 3-use kit |
Scribe's Kit | 14 | Quills, inks, seals, parchment; copy tomes or craft scrolls. 3-use kit |
Brewer's Kit | 12 | Fermenting jugs, strainers, grains & fruits; brew ales, wines, spirits. 3-use kit |
Spy Kit | 20 | Invisible ink, hollow coins, micro-blades, disguise accents; ideal for infiltration and espionage. 3-use kit |
Cartographer's Kit | 16 | Parchment, inks, compass, calipers; draft accurate maps. 3-use kit |
Lockpick Tools | 16 | Picks, wedges, tension bars, mirrors—open locks & disarm traps |
Artisan's Tools | 12–18 | Tool set for a chosen craft (smithing, painting, glass-blowing, etc.); grants craft-skill bonuses |
Musical Instrument | 10–18 | Lute, flute, drum, etc.; entertain, inspire, create distractions |
Navigator's Tools | 18 | Sextant, star-charts, compasses; precise sea or land navigation |
Masonry Tools | 14 | Chisels, hammers, trowels, levels; build or repair stonework |
Cooking Tools | 12 | Pans, knives, spices, utensils; prep hearty meals and identify wild ingredients |
Carpenter's Tools | 14 | Saws, planes, chisels, mallets; construct or fix wooden structures |
Engineer's Tools | 18 | Drafting kit, plumb lines, gauges; design and oversee large builds or siege devices |
Weapons
Weapons in Emberwatch are as diverse as the people who wield them. Each carries its own strengths, style, and story. Most characters choose a weapon not just for its effectiveness, but for how it fits their personality, background, or philosophy.
Many weapons began as tools—simple, practical instruments used by everyday people. When the Wilds returned and danger became constant, it was easier to defend yourself with the axe or sickle already in hand than to carry a dedicated weapon every day. Because of this, swords became a symbol of the professional soldier—something carried by those who expected violence.
Claws are different.
Claws were never tools. They were made for war—designed to kill people, not survive the wilderness. To wear a set of claws at your side is to make a statement. Everyone has an opinion about those who carry them. Some see it as a show of ego, others as a symbol of strength, violence, or fear. One thing is certain: no one gets used to seeing them.
Weapon Chart
Category | Weapon | DMG Dice | Keep | Key Attributes / Tags | Cost |
Melee | Dagger | 5 | 2 | Fast, Thrown | 12 |
Hand Axe | 3 | 3 | Thrown | 12 | |
Whip | 4 | 2 | Reach 10 ft, Grapple | 14 | |
Spear | 3 | 3 | Reach 10 ft, Thrown | 12 | |
Staff (melee) | 3 | 3 | Reach 10 ft | 12 | |
Sickle | 3 | 3 | Disarm | 12 | |
Sword | 4 | 3 | Option | 14 | |
Axe | 4 | 4 | 2H | 14 | |
Hammer | 3 | 4 | Knockback, Option | 16 | |
War Claw | 4 | 4 | Savage, Fast | 20 | |
Ranged | Bow | 4 | 3 | Range 60 ft, 2H | 14 |
Crossbow | 3 | 4 | Range 120 ft, Reload, 2H | 14 | |
Flintlock Pistol | 5 | 2 | Range 60 ft, Reload | 20 | |
Flintlock Rifle | 6 | 3 | Range 120 ft, Reload, 2H | 22 | |
Brawling† | Fist Claws | +2 | +0 | Savage | 20 |
Gauntlet | +1 | +0 | — | 12 | |
Magical Foci | Wand | 3 | 3 | Foci, Magical | 14 |
Totem | 3 | 3 | Foci, Magical | 16 | |
Staff (arcane) | 3 | 3 | Foci, Magical | 14 | |
Orb | 3 | 3 | Foci, Magical | 16 | |
Sceptre | 3 | 3 | Foci, Magical | 18 |
Weapon Attributes
Some weapons in Emberwatch have special properties that change how they behave in combat. These attributes offer additional effects, tactical options, or unique interactions.
Reach
This melee weapon can strike targets up to 10 feet away—1 extra Space beyond standard melee range.
Range
The maximum distance this weapon can fire without penalty. Attacks made beyond this range may suffer accuracy or damage penalties, as determined by the GM.
Fast After taking two melee attack actions in a row with weapons that have the Fast attribute, you may immediately take a third melee attack action with any weapon that also has the Fast attribute. The bonus attack does not have to use the same weapon.
Reload
This weapon requires one Action to reload after being used. All Reload weapons are assumed to be loaded at the start of combat unless stated otherwise.
Thrown
This melee weapon can be thrown up to 30 feet using the Thrown skill. Attacks made beyond 30 feet still hit if successful but deal half damage.
Knockback
On a successful hit, this weapon can push the target 5 feet away (1 Space), after a Contested Resistance check between attacker and defender.
Foci
This weapon can be used as a Foci for spellcasting, allowing it to serve as the anchor or conduit for magical effects.
Disarm
When attacking with this weapon, the attacker may attempt to Disarm the target instead of dealing damage. This requires a Contested Resistance check.
Grapple
When attacking with this weapon, the attacker may attempt to Grapple the target instead of dealing damage. Rules for Grappling are detailed in the Combat section.
Magical
This weapon deals magical damage instead of physical damage. The exact damage type (e.g., fire, force, spirit) is listed in the item’s description. Magical weapons can bypass resistances or immunities to physical harm.
2H
This weapon requires two hands to wield. You cannot use a shield, off-hand weapon, or item in your other hand while using it.
Savage
For every 6 (Surge die) rolled on an attack, deal +2 additional damage. This stacks with normal Surge effects.
Option
This weapon can be wielded in two hands to gain +1 Keep on attack rolls. You must be using both hands at the time of the attack to gain this benefit.
Weapon Notes
Most weapons speak for themselves—but a few come with extra context, quirks, or special rules worth calling out. The following notes expand on specific weapon types that may have narrative weight, mechanical nuance, or both.
Brawling Weapons
Brawling weapons function differently from standard weapons. Rather than replacing your unarmed strikes, they enhance your Brawling rolls, adding effectiveness without changing the core mechanics of the attack. For more details, see the full rules for Brawling in the Combat section.
Ranged Weapons
Emberwatch does not track standard ammunition. The game isn’t designed to focus on micromanaging arrows or bullets. If a character finds special ammunition—such as enchanted arrows or explosive rounds—those are worth tracking. Otherwise, assume characters keep themselves supplied with the basics.
Flintlock Weaponry
Flintlock weapons are a recent innovation. Gunpowder is rare, volatile, and difficult to come by, and most gunpowder is hand made by gun owners. These weapons are fickle—prone to misfires, difficult to aim, and generally unreliable. Yet to carry one is a statement of wealth and status, and those who wield them often draw attention—wanted or not.
Claws
Claws are not tools. They were created for one purpose: war. To carry a set of claws is to signal that you're ready—and perhaps eager—to kill. They are seen as a provocation by some, a symbol of strength by others. Reactions vary by community, but one thing remains constant: people notice when you carry claws.
Magic Weapons
Magic weapons use the Magical Martial Skill. Most take the form of wands, or staves used in dueling, projecting blasts of elemental or arcane energy. Others may include scepters, orbs, or enchanted melee weapons that emit magical effects. These weapons channel magical force, but unlike spells, their use is tied to physical precision and martial rhythm.
Armor
Armor in Emberwatch is more than just protection—it reflects where a character comes from, how they fight, and sometimes, what secrets they carry. From practical wool coats and natural materials to hardened plates and ethereal relics, armor comes in many forms, each with its own story.
Mechanically, armor provides Soak boxes, allowing characters to absorb damage before it reaches their Hit Points. Some armors are common, worn by travelers or scouts. Others are rare, crafted from enchanted materials or recovered from the ruins of a lost age. The most powerful sets—like those forged from Embersteel—are legendary, offering unmatched protection with a reputation to match.
Armor is a statement. It can tell the world you’re prepared, dangerous, wealthy… or simply still alive.
Armor Chart
Name | Soak | Benefits | Cost |
Ethersilk Robe | 6 | +1 Lightning Res | 12 |
Quilted Wool Coat | 8 | +1 Cold Res | 14 |
Verdantweave Coat | 10 | +1D Sneak | 14 |
Verdantweave Armor | 12 | +1D Sneak | 16 |
Hardened Leather Armor | 12 | +1 Fire Res | 16 |
Fury Leather Armor | 14 | +1D Wildcraft | 16 |
Viperscale Armor | 14 | +1 Poison Res | 16 |
Viperscale Plate | 18 | +1 Poison Res | 18 |
Thornmail | 24 | +1 Acid Res | 22 |
Steel Plate | 22 | +1 Physical Res | 22 |
Steel Heavy Plate | 25 | +2 Physical Res | 24 |
Ethereal Embersteel Plate | 24 | +1 Arcane Res | 22 |
Ethereal Embersteel Fortress | 27 | +2 Arcane Res \ +1 Physical Res | 26 |
Armor Descriptions
Ethersilk Robe
A flowing garment spun from shimmering, semi-transparent threads that react subtly to energy in the air. Lightweight and elegant, it’s favored by spellcasters and scholars, especially those drawn to the arcane or atmospheric phenomena.
Quilted Wool Coat
A thick, multi-layered coat stuffed with natural fibers and stitched tight for warmth and durability. Worn by villagers, traders, and travelers alike, it turns aside minor harm and harsh weather with equal ease.
Verdantweave Coat
Woven from the leaves of rare, deep-rooted trees known for their incredible tensile strength, this light armor blends naturally into the forest. Comfortable and near-silent, it’s ideal for scouts and those who live on the edge of civilization.
Verdantweave Armor
A heavier version of Verdantweave, incorporating layered fabric with resin-sealed bark plating. It retains the natural flexibility of its base material while offering serious protection—armor for those who defend the Wilds rather than simply travel through them.
Hardened Leather Armor
Panels of boiled leather, cured and sealed with protective oils, arranged to protect the torso and joints. Simple and reliable, it’s widely used by guards, mercenaries, and prepared travelers.
Fury Leather Armor
Crafted from the scarred hides of Furybeasts—feral monsters known for their unpredictable aggression. The leather is thick, rugged, and often marked with the beast’s natural stripes or scars. Wearing it is both practical and a statement of survival.
Viperscale Armor
Made from the glistening hides of Wilds beasts whose skin is toxic to the touch. The scales retain their dangerous edge even after treatment, giving the armor a glossy, dangerous shimmer. Lightweight and silent, it’s a favorite of assassins and toxin-resistant scouts.
Viperscale Plate
Combining the same poisonous scales with structured layering and under-armor padding, this suit offers both defense and danger. It’s surprisingly flexible for how much surface it covers—and equally unnerving to look at.
Thornmail
Built from the twisted brambles of Wildthorn, a vicious plant that thrives in tangled underbrush. The armor is sharp-edged and unforgiving, with thorn-lined plates that bite both attacker and wearer. Those who wear it accept pain as part of survival.
Steel Plate
Clean, structured steelwork designed for maximum protection and battlefield clarity. Often worn by organized fighters and those aligned with cities or powerful factions. It symbolizes structure, discipline, and preparation.
Steel Heavy Plate
Reinforced, weighted, and unforgiving. This armor is built to hold the line and take the punishment others can’t. It sacrifices agility for pure, imposing bulk—and does so without apology.
Ethereal Embersteel Plate
Forged from Embersteel—an extraordinary alloy refined from rare minerals mined in some of the harshest, most dangerous regions of the world. Light enough to move in like leather, but strong enough to rival the best steel, this armor carries a subtle shimmer and an undeniable presence. It’s a prized treasure of any who wear it.
Ethereal Embersteel Fortress
This full-body masterpiece is crafted entirely from Embersteel, the rare metal extracted from deep within the world’s most unforgiving terrain. Seamlessly forged and magically reinforced, it’s the pinnacle of protection and prestige. Those who wear it do so not just for defense—but to walk as legends among mortals.
Shields
Shields in Emberwatch provide additional protection by adding Soak boxes, helping absorb damage before it reaches your Hit Points. Unlike armor, shields are actively wielded—often used to deflect blows, press back foes, or protect allies in close quarters.
Name | Soak | >Cost |
Buckler | 8 | 12 |
Heater | 12 | 14 |
Tower | 16 | 16 |
Buckler
A small, lightweight shield strapped to the forearm or gripped in hand. Bucklers are quick to maneuver and easy to carry, often favored by duelists, skirmishers, and anyone who needs a little extra defense without being weighed down.
Heater
Named for its distinct shape, the heater shield balances coverage and mobility. Often carried by trained fighters and city guards, it’s a practical choice for those who want serious defense without sacrificing too much freedom of movement.
Tower
A massive, full-body shield that turns its wielder into a walking wall. Used by formation soldiers and defensive specialists, tower shields are heavy, imposing, and perfect for holding the line—or anchoring a desperate stand.
Combat
Combat is a core part of Emberwatch, but it's not the centerpiece. This system was designed to keep fights fast, cinematic, and character-driven. Rather than simulating every swing or step on the battlefield, Emberwatch focuses on the moments that matter — the ones that shape the story and reveal who your character really is under pressure.
One of the biggest shifts players will notice is that attacks always hit. This doesn’t mean your character lands every swing, stab, or strike. It means that the rolls you’re making represent the attacks that connect. Each round represents several seconds of motion and action. Your character may feint, clash, or miss more than once in that time, but we only focus on the decisive blow that finds its mark.
This approach reduces wasted turns and keeps players engaged. No one waits through a full round just to roll a miss and shrug. Even if your attack deals minimal damage or leaves you exposed, it still drives the scene forward. Every action tells us something about your character, your choices, and the situation you're in.
Emberwatch combat is still dangerous. It’s still tense. But above all, it’s about character, drama, and consequence, the kind of moments you’ll remember long after the dice have cooled.
Combat Flow
Combat in Emberwatch is designed to be fast-moving, dramatic, and focused on story. While the system includes clear rules for actions, timing, and movement, the flow of combat is meant to stay flexible and immersive—not bogged down by turn tracking or rigid order.
At a high level, here’s how combat plays out:
- Combat begins with an Initiative roll. Each participant rolls to determine when they act during the round.
- Rounds represent about 5 seconds of in-game time. Each character gets one Turn per Round to act.
- Turns are taken in phases. Characters are grouped based on Initiative results:
- First, any PCs who rolled higher than the enemies take their turns.
- Next, the enemies act.
- Finally, any PCs who rolled lower than the enemies take their turns.
- Within each phase, players act in any order they choose. There’s no strict initiative order within a group—just a simple “Ready, Go” approach. Whoever is ready goes next. If players need to coordinate or make a plan, they can quickly decide who should act first.
- Each Turn, a character can take 2 Actions and 1 Reaction. Some small things—like speaking a sentence or dropping an item—are considered Free Actions and don’t count toward your total.
This phased structure encourages teamwork and lets the group stay engaged without waiting through a long initiative queue. It also gives GMs more freedom to describe scenes dynamically and respond to the pace of play.
Everything here is just the broad structure. The sections that follow will explain exactly how Initiative works, what you can do on your Turn, how movement, attacks, reactions, and spells function, and how to handle more complex scenarios like conditions, grapples, or area effects.
For now, just remember this:
Combat is fast, cinematic, and player-focused. Step in when it’s your phase, act with purpose, and help tell a great story—one clash at a time.
Initiative
Initiative in Emberwatch is treated just like any other skill roll: Instinct + Skill. This roll reflects both how your character reacts to danger and the approach they take in the moment—whether that's through instinctive caution, tactical aggression, or clever improvisation.
The exact Instinct and Skill combination is determined by the situation that triggers combat. Did the characters spring an ambush? Did the enemy catch them off guard? Was the danger discovered mid-investigation or during a tense negotiation?
The GM selects a single Instinct + Skill pairing that best fits the situation. All players—and the GM, when rolling for enemies—use that same combination for their Initiative roll. This keeps the process simple, fast, and rooted in narrative logic.
Common Situations and Rolls
Situation | Instinct | Skill |
You’re caught in a trap or ambushed | Protection | Survival |
You’re setting up an ambush or rushing into action | Aggression | Sneak |
A tense conversation suddenly escalates to violence | Influence | Insight |
You uncover danger during an investigation | Curiosity | Investigation |
You act to protect a companion | Kinship | Awareness |
You adapt quickly in a chaotic or crumbling scene | Innovation | Craft |
You push through fear, pain, or panic | Perseverance | Fortitude |
These pairings reflect the narrative priorities of Emberwatch, where Initiative isn’t just about speed—it’s about why and how your character responds in the heat of the moment.
Initiative Order
Once all Initiative rolls are made, group Turn order is established as follows:
- Players who rolled higher than the enemies act first. They may go in any order they choose.
- Enemies act second, in an order determined by the GM.
- Players who rolled lower than the enemies act last, in any order they choose.
Note: If the enemy group is especially large, the GM can divide them into two smaller groups. In that case, add a fourth step for the second enemies group.
This structure keeps combat fast, flexible, and cinematic, allowing players to coordinate freely while rewarding strong initiative rolls with early momentum.
Turns
Every Round, each character gets a Turn to act. During their Turn, a character may take 2 Actions, 1 Free Action, and retains 1 Reaction that can be used at any point in the Round—even outside their own Turn. This structure keeps gameplay flexible while ensuring that characters have meaningful decisions to make in the heat of battle.
Actions
Characters can take two Actions on their Turn. These are deliberate, effortful activities like moving, attacking, or interacting with the environment. Here are the most common options:
Change Position
This Action covers a wide range of physical movement and adjustments on the battlefield. It’s not just about walking forward—it includes navigating the environment, reacting to threats, and adjusting your stance. A single Change Position action can include:
- Moving up to your Speed
- Jumping over gaps, pits, or obstacles (see Jumping rules)
- Climbing walls, ladders, or rough terrain
- Shifting into Cover, such as ducking behind objects or moving around barriers
- Changing Posture, like standing up from prone, dropping prone, crouching, or kneeling
You may combine several of these into a single Action, as long as they make sense narratively and spatially. For example, you might leap over rubble, scramble up a ledge, and duck behind a wall in one fluid motion. However, the total distance covered—across any terrain—may not exceed your Speed.
If your movement exceeds that limit and you choose to use both of your Actions to move, you gain the benefits of Sprint:
- You may move up to 3× your Speed
- This movement may still include jumps, climbs, and posture changes as part of the sprint, as long as they reasonably fit the flow of action
This approach keeps movement fast, flexible, and cinematic—emphasizing character choices and narrative intent over rigid grids or restricted options.
Sprint
If your character needs to cover a lot of ground quickly, you can use both of your Actions to Sprint. When you do, you may move up to 3× your Speed during the Round.
This movement can include jumping, climbing, or posture changes—as long as they fit naturally within the sprint. However, you can’t perform any other actions while Sprinting, such as attacking, casting spells, or using items.
Sprint is ideal when you need to escape, close distance fast, or reposition dramatically across the battlefield.
Attack
Make a single attack with one equipped weapon. This might be a swing of a sword, a shot from a bow, or a strike with a magical dueling staff. If you want to attack twice, you’ll need to use both of your Actions, following the rules for your weapon and combat style.
Some weapons have attributes that influence how attacks work—such as Fast, which may grant extra attacks under certain conditions. These will be detailed in the Equipment and Combat sections.
Attacking is often the most straightforward action—but in Emberwatch, positioning, intent, and the story behind the blow matter just as much as the dice.
Cast a Spell
Casting a spell is an Action, and you can only cast one spell per round, even if you have additional Actions. Magic in Emberwatch is powerful, dangerous, and demanding—it requires focus and precision.
Spells are built using three components: an Effect, Form, and Range, and their outcome is shaped by your chosen Potency. When casting, you select a spell, calculate its Difficulty, and roll using the appropriate Magic Skill.
More details on spellcasting and spell construction can be found in the Magic chapter. Even if a spell seems minor, its impact—mechanical or narrative—can shift the battlefield.
Use Item
This Action covers interacting with physical objects or gear, both mundane and magical. Some common uses include:
- Drawing or holstering a weapon
- Activating a magical artifact, switch, or lever
- Drinking a potion or using a healing item
- Opening a chest, door, or latch
You may perform one distinct item interaction per Action. Complex objects or actions may require both Actions, or even a roll, depending on the situation.
"Item" doesn’t just mean something in your inventory—it includes meaningful interactions with the environment or tools that change the scene in some way.
Conditional Actions
Sometimes a character wants to react to something that hasn’t happened yet. These are Conditional Actions, and they must be declared clearly during your Turn.
You describe both the trigger and the action you’ll take if it occurs. If the trigger doesn't happen during the Round, your Action is lost.
Example:
- *“If the bandit tries to flee, I’ll shoot an arrow at their legs.”
- “If the wolf lunges, I’ll dive out of the way.”
Conditional Actions are a great way to create tension and express your character’s tactical awareness—but they require risk and foresight, since you're committing to an unknown outcome.
Reactions
Characters start with 1 Reaction per Round. Reactions are fast, responsive actions that can be taken outside your Turn, usually triggered by danger, sudden movement, or shifting circumstances.
Additional Reactions may be gained through Talents.
By default, all characters have access to only 1 Reaction:
- Dodge – After you’re hit, you may spend your Reaction to gain +2D on your Soak roll. This can be used after seeing the initial roll and damage.
Note: Reactions can also be used as standard Actions on your Turn, without spending your Reaction.
Free Actions
Each character also gets 1 Free Action per Turn. These are simple, low-effort activities that don’t require much time or concentration.
Common Free Actions include:
- Speaking a short sentence
- Dropping an item
- Going prone
- Opening an unlocked door
- Flipping a switch or pulling a lever
If players try to squeeze too much into a Free Action, the GM can step in and ask for an Action to be spent instead.
Quick Reference – Character Turns
Each Round, you get:
- 2 Actions
- 1 Free Action
- 1 Reaction (usable anytime during the Round)
Actions include:
- Move / Jump / Climb / Take Cover / Stand / Crouch / Prone
- Sprint (both Actions): Move 3× Speed
- Attack (once per Action)
- Cast a Spell (max 1 per Round)
- Use Item (draw, stow, activate)
- Conditional Action: Declare trigger + result
Reactions (1 per Round):
- Dodge: +2D to Soak (declared after roll)
Any Reaction may also be used as an Action.
Free Action (1 per Turn):
- Speak briefly, drop item, interact with simple object, drop prone
Attacks
Combat in Emberwatch is fast, punchy, and always engaging. We skip the traditional “to-hit” step entirely—every attack hits. Your roll determines how much damage you deal, not whether your weapon connects.
This approach keeps combat fluid and satisfying. Nothing is more frustrating than waiting 10 minutes for your turn only to miss your one attack. In Emberwatch, when it’s your turn, you always make an impact.
It’s important to understand that your attack roll represents the outcome of all the meaningful strikes your character attempts in a round. A roll might reflect one precise, devastating blow—or a flurry of strikes, feints, and glancing hits that together add up to your final damage total. You’re not just swinging once and hoping it lands—you’re fighting, and what we measure is the net result of those efforts.
Martial Skills and Damage
Every weapon in Emberwatch uses two stats:
- Martial Skill – This is your skill with the weapon type (swords, bows, magical foci, etc.). It ranges from 1 to 6, just like any other skill.
- Weapon Damage – This is the base destructive power of the weapon itself. It also ranges from 1 to 6 and is listed on the weapon’s stat block.
Making an Attack
To make an attack:
- Roll a number of dice equal to your Martial Skill + Weapon Damage.
- Keep the number of dice shown on the weapon’s Keep value.
- Add the kept dice together to determine your damage total.
- Your target will reduce that total with Soak, and any remaining damage reduces their HP. Learn more in the Defense Section.
Example:
You have Rank 3 with your melee skill and you’re using a Damage 3 axe. The axe has a Keep of 4.
You roll 6 dice (3 + 3), and keep the best 4.
Your result is 22 damage. Your target rolls Soak and subtracts it from that number.
Melee vs Ranged Attacks
Melee and Ranged attacks use the same basic mechanics in Emberwatch. The difference lies in how far they can reach.
- Melee weapons can strike targets in adjacent spaces—anything close enough to touch.
- Ranged weapons include a Range attribute that defines how far they can attack without penalty.
Ranged attacks follow the same range bands used in spellcasting:
Self | Only you |
Touch (Melee) | Close enough to touch. Adjacent. |
Close | Within 30’ |
Near | Between 31’ and 60’. |
Far | Between 61’ and 120’ |
Very Far | Between 121’ and 200’ |
Sight | Within reasonable Sight |
Attacking beyond a weapon’s listed effective range band incurs a –2 Dice penalty per additional range band.
This penalty stacks, making long-distance shots increasingly unreliable without specialized gear or talents.
For example, if a weapon is effective at Close range (up to 30 feet):
- Attacking a target in Near range (31–60 feet) applies –2D
- At Far range (61–120 feet), the penalty increases to –4D
- At Very Far, the penalty would be –6D, likely making the attack impractical unless offset by other bonuses
This rule emphasizes the difficulty of using weapons outside their optimal range, especially during combat.
Theater of the Mind
When playing without a battle map or hex grid, ranges are handled narratively using their relative names—Self, Touch, Close, Near, Far, and Sight.
- These range bands are intended as abstract, descriptive tools.
- The feet listed are only provided for tactical play using a grid.
- During narrative or cinematic play, don't worry about exact distances.
- The GM decides what range makes sense based on the situation and story.
If a player wants to shoot a flying creature from the edge of a cliff, or cast a spell across a crumbling bridge, the GM may simply rule “that’s Far” or “within Near range”—no measurements needed.
Let the story breathe. Use range bands as guides, not rulers.
Cover
When being attacked from Range, cover can grant a significant bonus to your defense. There are four tiers of cover, granting increasing levels of protection. These benefits only apply to ranged single target attacks and spells.
- Partial Cover - +1D to all Soak Rolls
- Half Cover - +2D to all Soak Rolls
- Three-Quarter Cover - +3D to all Soak Rolls
- Full Cover - +4D to all Soak Rolls
- Assumes that the attacker can see a small portion of you.
Note* - When making a ranged attack, if the target cannot be seen, they cannot be targeted without a Talent, special ability, rule, or spell.
Brawling Attacks
Unarmed and improvised fighting uses the Brawling Skill instead of a weapon:
- Damage: Use your Might score.
- Keep: Defaults to 3, but can be improved with Talents.
This makes Brawling effective for rugged, scrappy characters who don't rely on traditional weapons—but still want to hit hard.
Magical Attacks
Some weapons in Emberwatch are more than steel and wood—they carry power woven into their very form. These are Magical Weapons, and they use the Magical Martial skill to channel their effects in combat.
Magical Attacks work just like standard weapon attacks:
- They always hit.
- The player rolls a number of dice equal to the weapon’s Damage + Magical Skill, and keeps dice based on the weapon’s listed Keep value.
- They deal non-physical damage, such as fire, lightning, frost, or raw arcane force.
The key difference lies in the source of their damage: magical energy rather than brute force. These attacks are considered magical for all purposes—resistances, immunities, and interactions with certain spells or effects.
Example:
A wand that unleashes a bolt of flame might deal 3 Damage, have Keep 3, and use the Magical skill.
If your Magical skill is 4, you would roll 7 dice and keep the best 3.
The total is then reduced by the target’s Soak (if applicable).
Magical weapons may include:
- Wands and staves that project elemental blasts
- Orbs that emit destructive pulses
- Enchanted swords that strike with spectral force
- Scepters that burn or freeze with each swing
These items often have limited charges, cooldowns, or narrative origins—work with your GM to determine how they’re acquired and used.
Note: Spellcasting and magical weapon attacks are separate systems. Casting a spell uses your Magic Skills (like Soulsong or Veilcraft), while magical weapon attacks use your Magical Martial skill and function just like other physical attacks—quick, direct, and always effective.
Player Note: Wandslinging – The Art of Magical Dueling
In Emberwatch, magic isn’t always slow, ritualistic, or abstract—it can be sharp, fast, and furious. Wandslinging represents a distinct and cinematic style of magical combat where magic weapons are used to duel like fencers, trading bursts of raw magical energy in rapid succession.
Wandslingers use magical weapons—usually wands, or staves—that unleash elemental blasts like firebolts, lightning arcs, or shockwaves of force. These are not full spells—they’re instinctive, weaponized bursts of power, slung with practiced precision.
Picture two mages circling each other, exchanging fiery volleys and deflecting incoming blasts with whip-fast twists of their wands. Sparks spray from cobblestones. Walls crack. Air hums with arcane tension. This is what wandslinging feels like.
It’s magical fencing—quick, reactive, and personal.
Mechanically, wandslinging is handled through the Magical Martial skill, not spellcasting. This makes it accessible, fluid, and fast-paced, ideal for characters who want to engage in magic-based combat without needing to prepare or construct full spells.
Whether you’re a duelist with a flair for drama or a battle-hardened survivor with a wand holstered at your side, wandslinging offers a visceral, high-stakes combat style that lets you show off your skill and magical instincts in the heat of battle.
So if you like the idea of fire dancing across your fingertips, clashing with a rival over rooftops, or standing your ground in a flash of arcane fury—consider picking up a wand and learning to sling.
Defense
Taking hits is inevitable—but how you handle them can make all the difference. In Emberwatch, defense isn't about avoiding every blow; it’s about managing impact, mitigating harm, and surviving another round. The following mechanics represent the ways your character can reduce incoming damage.
Passive Soak
Every character has a pool of Soak boxes, representing their ability to absorb or deflect incoming damage. When you're hit, you may spend any number of Soak boxes to reduce that damage.
- For each Soak box spent, roll 1D and subtract the total from the incoming damage.
- This roll is made once per instance of damage. You can’t spend more Soak after you get your result.
- Soak boxes replenish after combat or through recovery mechanics.
Resistance
Resistance adds directly to your Soak roll. If you have Resistance to a particular type of damage (such as Fire or Physical), add that bonus when soaking that type.
- Resistances come from armor, shields, talents, or magical effects.
- Resistances include:
- Arcane
- Elemental
- Nature
- Physical
- Shadow
Dodge *(Reaction)
A fast, instinctive defense that helps avoid the worst of an incoming blow.
- As a Reaction, you can add +2D to your Soak roll.
- You can use this after seeing the initial result of your Soak roll.
Defend *(Full Action)
A fully committed, defensive stance that prioritizes survival.
- Spend an Action to enter a defensive posture for the rest of the round.
- While defending, each Soak box spent rolls 2D instead of 1D.
- This is ideal for bracing against big hits or protecting someone else.
These options give players meaningful ways to manage incoming damage, adding strategic depth without slowing the flow of combat. Defense in Emberwatch is not about avoidance—it’s about resilience and smart choices.
Damage Types
Not all damage is created equal. In Emberwatch, damage types help define the nature of harm your character delivers or endures. Some effects interact differently depending on damage type—resistances, vulnerabilities, and even narrative impact can shift based on what kind of force is at play.
Each time you deal or receive damage, it's categorized into one of the following types:
Physical
The most common form of damage. Includes strikes from weapons, claws, bites, fists, and other brute-force attacks. Most armor is designed to resist physical damage.
Arcane
Raw, unshaped magical force. Arcane damage is pure magical pressure—often used in magical blasts, force impacts, or discharges of unstable magic.
Nature
Damage tied to the primal world. It is split into two subtypes:
- Acid – Corrosive, melting force that eats through armor and organic material.
- Poison – Toxic effects that disrupt the body’s internal systems. Often causes delayed or ongoing harm.
Elemental
Harnessed forces of the environment, often channeled through magic or magical weapons:
- Fire – Burns, scorches, and can ignite objects or terrain.
- Ice – Freezes, slows, and can make terrain slick or brittle.
- Lightning – Fast, explosive, and often arcs between multiple targets.
Shadow
Dark, otherworldly energies that defy natural law. Often feared, misunderstood, or forbidden.
- Void – Erases vitality, memory, or structure—unmaking rather than damaging.
- Null – Anti-magic energy that disrupts enchantments, spells, or magical creatures.
Many enemies and items in Emberwatch will reference these types, especially when resistances, weaknesses, or immunities come into play. When crafting spells or choosing weapons, consider which damage types fit your style—and which might exploit a foe’s vulnerability.
Rest
Rest in Emberwatch provides time for recovery, character interaction, and personal growth. It gives players the chance to heal, restore resources, reflect on the journey, and connect with each other through meaningful roleplay.
Rest is structured in 4-hour chunks. During each Rest period, every character may take one Recovery Action and is encouraged to participate in a Take a Breath scene with another party member.
The party may take multiple Rests in sequence if time and circumstances allow. Each Rest grants another Recovery Action and another opportunity to Take a Breath.
Recovery Actions
Each character chooses one of the following actions during a Rest:
- Heal – Restore 12 Hit Points.
- Repair – Restore all spent Soak boxes.
- Identify – Study a magical item to uncover one of its properties.
Talents may provide additional Recovery Actions per Rest period.
Take a Breath
During each Rest, every character should “Take a Breath” with a party member of their choice. These are short, focused moments of character development and emotional connection.
Take a Breath consists of:
- Statement – The initiating character makes a comment or asks a question on a topic of their choice.
- Response – The other character responds with their answer, insight, or a statement of their own.
- Optional: Butt In – After the exchange, other characters may briefly comment or respond.
While players are encouraged to choose different characters each time to explore new dynamics, they may continue speaking with the same character across multiple Rests if it suits the story or their character arc.
Narrative Purpose
Take a Breath scenes offer a window into the inner lives of the characters. These moments can be lighthearted, tense, reflective, or revealing. They’re a valuable opportunity for players to express their characters’ thoughts, values, or emotional shifts.
For the GM, these scenes provide insight into player motivations and party dynamics, while also offering a moment to regroup and prepare the next phase of the game.
Rest is more than recovery—it’s a pause to remember why the characters are on this journey and who they’ve chosen to walk it with.
Take a Breath Topics
Category | Prompt |
Personal Growth | Facing Fears – Share a fear your character recently confronted. |
Role Models – Reflect on someone your character admires. | |
Mistakes and Lessons – Describe a mistake and what it taught. | |
Evolving Values – Explore how your character’s beliefs have changed. | |
Interactions with Others | Deepening Relationships – Talk about how a bond with another PC has grown. |
Conflict Resolution – Share a past disagreement and its resolution. | |
New Alliances – Discuss a new bond or alliance outside the party. | |
Helping Others – Reflect on helping someone and how it affected your character. | |
Party Goals & Objectives | Future Aspirations – Describe your character’s goals in the context of the party’s journey. |
Alignment of Values – Consider if your character shares the party’s values. | |
Handling Disagreements – Talk about a time your character disagreed with the group. | |
Leader’s Vision – Share thoughts on the party’s leadership or direction. | |
World & Setting | Exploring the Unknown – Talk about a place your character longs to visit. |
Adaptation – Describe how your character has adapted to a new environment or culture. | |
Local Knowledge – Share something your character has learned about the setting. | |
Unsolved Mysteries – Reflect on a mystery your character wants to solve. | |
Personal Well-being | Physical Health – Talk about how your character is managing physically. |
Mental Resilience – Explore how your character stays mentally strong. | |
Relaxation and Hobbies – Share what your character does to relax. | |
Balancing Act – Discuss how your character balances duty and self-care. | |
Party Dynamics | Strengths and Weaknesses – Reflect on your character’s role in the party. |
Trust and Loyalty – Explore how much your character trusts the group. | |
Shared Moments – Recall a meaningful moment with another PC. | |
Challenges in Harmony – Talk about tension in the group and how it was resolved. | |
Emotions & Sentiments | Happiness and Joy – Share something that brought your character joy. |
Sorrow and Grief – Reflect on a recent loss or sadness. | |
Anger and Frustration – Discuss a moment of emotional difficulty. | |
Gratitude and Appreciation – Express thanks for a specific action by another character. | |
Personal Ambitions | Long-term Goals – Talk about a dream your character hopes to achieve. |
Short-term Aspirations – Describe what they’re working toward right now. | |
Motivation – Explore what drives your character forward. | |
Obstacles and Challenges – Reflect on what stands in their way. | |
Morality & Ethics | Moral Dilemmas – Share a time your character faced a difficult decision. |
Ethical Principles – Define your character’s core beliefs. | |
Changing Beliefs – Talk about how their morals have shifted. | |
Philosophical Questions – Explore a question your character is struggling with. | |
Achievements & Failures | Notable Achievements – Share something your character is proud of. |
Learning from Failure – Discuss a time they failed and what they learned. | |
Future Milestones – Talk about goals they hope to reach. | |
Recognition and Validation – Consider how they seek acknowledgment. | |
Secrets & Confidences | Kept Secrets – Share a secret your character is hiding. |
Trusted Confidants – Say who they trust with their truth. | |
Bearing Burdens – Reflect on how it feels to carry secrets. |
Conditions
In the heat of battle, not all danger comes from direct damage. Certain attacks, effects, or circumstances may apply Conditions—ongoing effects that strengthen, hinder or impair a character in specific ways. These conditions last until cured, removed, or their duration ends, and they can dramatically change the flow of a scene.
Conditions in Emberwatch are designed to be simple to track and easy to resolve, with most effects either reducing effectiveness, limiting options, or forcing checks to act.
Below is a list of core Conditions used in the game:
Condition | Description |
Vulnerable | Each time the character takes damage, they suffer +XD additional damage. |
Blinded | The character suffers –3D to all actions that rely on sight. |
Fortified | The character is granted a health or defense related boon. This enhances Soak, Resistances, or physical Core Skills. |
Weakened | The character suffers from a health or defense related boon. This reduces Soak, Resistances, or physical Core Skills. |
Deafened | The character suffers –2D to all actions that rely on hearing. |
Exhausted | The character’s maximum HP is reduced to half while this condition is active. |
Infected | The character’s Soak rolls are halved (rounded down). |
Frightened | The character must pass a Contested Resistance check or they must Freeze or Flee. |
Charmed | The character must pass a Contested Resistance check to take any action against the Charmer. |
Disoriented | The character can take 1 fewer Actions per turn. |
Immobilized | The character cannot take any actions. |
Slowed | The character’s movement speed is reduced by 10 feet, by half, or to 0, depending on severity. |
Game Master Note:
Conditions should enhance narrative tension, not bog down gameplay. Most Conditions are straightforward and situational, and many can be removed with time, magic, talents, or clever problem-solving. Apply them when they heighten drama or challenge, and be sure to describe their impact vividly so players feel their weight in the story.
Stacking Conditions
A character can suffer from multiple different Conditions at once, but the same Condition cannot be stacked. If an effect would apply a Condition the target already has, the stronger version takes precedence—whether that’s a longer duration or a more severe effect. If the two are identical in strength, the player chooses whether to keep the existing one or replace it with the new instance. This prevents abuse of repeated condition stacking while still allowing creative and layered magical effects.
Contested Resistance
Many Spells and Talents in Emberwatch apply effects beyond Damage—such as Conditions, control effects, or forced movement. If an effect calls for Contested Resistance, the target gets a chance to push back through a contested roll.
Contested Resistance means both the attacker (usually the caster or initiator) and the defender roll Skill + Instinct. The exact combination for the defender is chosen based on the situation and agreed upon by the GM and the player. The defender always wins ties.
For Spells, the caster always uses their original Control Roll as their side of the contested check. The defender rolls in the moment using an appropriate Skill + Instinct pair.
Only Talents and Spells that explicitly include “Contested Resistance” require a resistance roll. Talents will clearly state when a Contested Resistance roll is required.
Contested Resistance affects only the non-damaging portion of an ability. It does not reduce or negate Damage, and it has no effect on Soak or other defense rolls. Damage and defense are handled separately.
If a Spell or Talent applies a Condition via Contested Resistance, and the target fails the initial resistance roll, they may continue attempting to break the Condition. On each of their future Actions, they can spend that Action to roll another Contested Resistance check against the original aggressor’s Contested Resistance roll. This consumes the entire Action.
Use Contested Resistance to preserve tension, support dramatic moments, and give characters a chance to resist powerful magical or narrative effects—while still honoring the impact of the original Action.
Game Master Note:
Applying a Condition to a character through a spell or talent should almost always require a Contested Resistance roll. This preserves player agency—ensuring players have a chance to push back against effects that would otherwise take control away from their character. Being Charmed, Frightened, or otherwise impaired can feel frustrating if imposed unilaterally. A Contested Resistance check makes these moments tense and interactive, reflecting the character’s ability to fight back mentally, physically, or magically against interference.
Magic
Magic in Emberwatch is new, unstable, and deeply personal. It is not a polished tradition passed down from elder mages—it’s something rediscovered, reshaped, and still not fully understood. Those who wield it are not scholars of ancient knowledge, but pioneers reaching into something vast and half-known.
Casting a spell is never just a mechanic. It’s a moment. When magic is used, it should raise questions—not about where it came from in the world’s history, but about what it means right now in this character’s hands.
Every time you cast, ask yourself:
- What does this magic look like?
- What are your intentions as you wield it?
- Does this spell reflect Weal or Woe—hope or harm, creation or destruction?
Your answers don’t just color the scene—they shape the world’s perception of your power. The villagers who see you conjure fire may fear you or praise you. The spirits you call may answer… or recoil. Magic is always a risk, a statement, and sometimes a burden.
Mechanically, Emberwatch magic is built from three core components:
- Effect – What the spell does
- Form – The shape or expression of the magic
- Range – Where or how far the magic reaches
Together, these build your spell. Then you choose its Potency, which governs strength, damage, or duration—and determines how difficult it is to control.
This chapter will guide you through:
- Crafting spells using Effects, Forms, and Ranges
- Using your Magic Skills to shape and cast spells
- Managing Potency and Difficulty
- Handling Spell Lash when magic spirals out of control
- Developing a casting style that reflects your character’s emotions, beliefs, and instincts
Magic in Emberwatch is not about flashy power—it’s about meaningful moments. When your character casts, the world should feel it. Not just because something exploded or healed, but because something shifted.
The question is: What did you intend? And what did the magic understand?
Casting Spells
Casting a spell in Emberwatch is more than just rolling dice—it’s a story beat. Magic is powerful, expressive, and often unpredictable. Every casting reveals something about your character: their control, intentions, emotions, and risk.
Spells always succeed in doing what the caster intends—but the more potent the spell, the harder it is to control. If a character fails their control roll, the spell still activates, but with Spell Lash: backlash, unintended side effects, or the spell warping in strange and dangerous ways.
In Emberwatch, casting a spell is an act of focus, risk, and intent. Every spell is built from three components:
- Effect – What the spell does
- Form – The shape or delivery of the magic
- Range – Where it takes place, or how far it reaches
Potency
Once you’ve chosen your spell’s Effect, Form, and Range, you decide its Potency—a measure of how strong or intense the spell is. Potency determines how much impact the spell has, whether that’s through raw damage, lingering effects, or overall duration.
- Damage: Potency sets the number of dice rolled for damage. (Potency 3 = 3D)
- Duration/Intensity: For non-damaging spells, Potency influences how long a Condition lasts or how intense the effect becomes.
The more Potent the spell, the higher its Control Difficulty—making it harder to manage. High Potency spells are powerful, but come with greater risk of Spell Lash if the caster fails to control them.
Spell Difficulty
Every spell has a Spell Difficulty—the target number the caster must meet or exceed with their Control Roll to keep the spell stable and avoid negative side effects.
The formula for calculating Spell Difficulty is:
(Potency × Total Effect Cost) + Form Cost + Range Cost
- Effect Cost is determined by the primary Effect of the spell.
- You may include multiple Effects in a single spell (e.g., a Blast that also Binds). In this case, add their costs together before multiplying by Potency.
- Form defines how the spell manifests (like a line, cone, or area).
- Range defines the range or where the spell takes effect.
The final total is your Spell Difficulty.
Control Rolls
A Control Roll represents your ability to harness and direct the raw power of the spell you’re casting. It measures how precisely you shape the magic, balancing intent with discipline to prevent the spell from spiraling out of control.
If you fail the Control Roll, the spell still activates and its effects almost always strike the target—but something else happens too. The magic lashes out, misfires, or causes unintended consequences, introducing unintentional damage, chaos, or added danger into the scene.
To cast a spell, make a Control Roll using:
Magic Skill + Magic Rating of your Foci using the Keep of the spell Effect
Note: Magic Rating is not the Damage of the Foci.
- If your Control Roll meets or exceeds the Spell Difficulty, the spell functions exactly as intended.
- If your Control Roll falls short, the spell still activates, but Spell Lash occurs—causing unintended consequences such as backlash, instability, or environmental effects.
Spell Results
Once a spell is cast—whether controlled successfully or not—its effects are resolved one by one. Most spells will only have one or two Effects, so this process is usually quick and straightforward.
Damage
If the spell deals damage, the total is equal to the spell’s Potency in dice. For example, a spell with Potency 4 deals 4D damage. You’ll use the Keep of the Spell Effect.
The type of damage is chosen by the caster at the time of casting. However, the chosen damage type must be one that is allowed by the Magic Skill used to cast the spell. Each skill has access to certain damage types by default, and more can be unlocked through Talents.
Refer to the next section for a list of valid damage types by Magic Skill.
Damage Progression by Magic Skill
Each Magic Skill begins with access to a single damage type. Upon reaching Rank 4 in that skill, the caster automatically gains access to the skill’s Secondary damage type. Additional damage types (if any) can be unlocked via Talents, representing rare magical specializations or unique training.
Magic Skill | Primary Damage | Secondary Damage (Unlocked at Rank 4) |
Soulsong | Nature | Shadow |
Primacy | Elemental | Arcane |
Potenth | Physical | Shadow |
Veilcraft | Shadow | Arcane |
Sublimancy | Arcane | Nature |
Non-Damaging Effects
For non-damaging spell effects, you’ll often impose a Condition on the target. Conditions represent ongoing effects that hinder or alter a character’s abilities.
Applying a Condition almost always calls for a Contested Resistance roll, where the target rolls against the caster’s Control Roll result.
- If the caster wins, the Condition is applied.
- If the target wins or ties, the Condition is resisted.
The Potency of the spell typically determines the duration or severity of the Condition, though exact effects will be noted in the spell Effect’s description.
Consequences of a Failed Control Roll
A failed Control Roll doesn’t stop the spell—it still goes off exactly as the caster intended. The target is affected, Damage is dealt, Conditions are applied. However, failure means the magic wasn’t fully controlled. There’s a price.
That price is called Spell Lash—a magical backlash representing instability, overreach, or unintended side effects. Spell Lash consequences are determined by the GM, shaped by the spell’s nature, environment, and intensity. They’re not random punishments—they’re narrative opportunities to reinforce that magic in Emberwatch is powerful, mysterious, and risky.
Here are some examples of Spell Lash consequences:
- Backlash Damage – The caster takes Damage from magical overload or recoil.
- Collateral Damage – Nearby objects, scenery, or even allies are harmed by wild magical energy.
- Environmental Chaos – The spell ignites fires, cracks the ground, or floods an area with uncontrolled energy.
- Magical Disruption – Other nearby spells or magical effects are destabilized or dispelled.
- Reversal or Echo – The spell echoes back on the caster or continues repeating in diminished form.
- Wild Magic Surge – Unpredictable magical energy alters nearby reality in strange or dangerous ways.
- Spell Twist – The spell still works, but its Form or Range changes. A line becomes a cone. A blast explodes too early. A targeted heal strikes an unintended ally.
- Revealing Signature – The spell leaves behind a magical signature others can detect or trace.
Spell Lash should always make things more interesting, not arbitrarily worse. Use it to build tension, force choices, or highlight the volatile nature of casting under pressure. It’s not just a punishment—it’s a narrative hook.
Magic in Emberwatch always works—but never without consequence. Every spell is a moment of intent, power, and risk.
Object Resistance
In Emberwatch, even inanimate objects have a kind of narrative presence—defined not just by their mass or shape, but by their purpose, significance, and resistance to change. When you target objects, the spell must overcome this resistance.
This resistance is represented by a Difficulty, set by the GM. The caster’s Control Roll must meet or exceed this number to affect the object. This difficulty is determined using two key components: Intended State and Resistance to Change.
Intended State
This refers to the narrative purpose or meaning behind an object’s current condition or position. The more deeply rooted an object’s current state is—due to tradition, symbolism, function, or emotional significance—the harder it is to magically alter.
An object may resist change because it’s been placed with ceremony, built for ritual, left untouched as part of mourning, held in place by habit, or simply because it belongs where it is. Magic doesn’t just push against matter—it pushes against intention.
Example 1:
A wooden bench in a public square is easy to move—it's meant to be functional and rearranged.
A bench in a memorial garden, placed in memory of a loved one, may resist magical tampering far more strongly, even if it’s physically identical.
Example 2:
A door blocking a supply room might have little resistance if it’s just a storage space.
But if the same door is part of a ritual chamber or was nailed shut to keep something sealed long ago, its intended state is far more potent—and magic will struggle to ignore that.
The more meaningful the reason an object is the way it is, the harder it is to change with magic.
Resistance to Change
This includes the object’s physical characteristics: weight, density, anchoring, and form. Large, heavy, or awkwardly shaped items are harder to move. Some objects are simply less susceptible to being shifted or altered.
Example: A heavy iron anvil will require more effort to lift with magic than a wooden stool—not just due to weight, but because its bulk resists change.
Difficulty Guide for Objects Resistance
Weak Intent | Moderate Intent | Strong Intent | Powerful Intent | |
Weak Resistance | 10–14 | 13–17 | 16–21 | 20–25 |
Moderate Resistance | 13–17 | 16–21 | 20–25 | 24–29 |
Strong Resistance | 16–21 | 20–25 | 24–29 | 28–33 |
Powerful Resistance | 20–25 | 24–29 | 28–33 | 32–37 |
Spell Components
Every spell in Emberwatch is constructed from three components: an Effect, a Form, and an Range. These are the core building blocks of magic. You’ve already encountered them during character creation and spellcasting rules—this section provides the full list of available options.
Use these components to shape your spells with creativity and intent. Whether you’re building a precise binding or a devastating firestorm, the choices you make here define what your magic looks and feels like.
Effects
Spell Effects in Emberwatch define what a spell does—but not how it looks, feels, or manifests. Each Effect is mechanical at its core, but its appearance is yours to shape.
For example, Bind might manifest as:
- Chains of radiant light,
- Tangled roots from beneath the soil,
- Threads of shadow stitched into reality,
- Or spectral hands gripping the soul.
This flexibility is intentional. Emberwatch encourages you to let your magic reflect your character’s instincts, culture, and imagination. A Primacy user and a Veilcraft user might both use the Push Effect, but one flings enemies back with fire, while the other folds space to blink them aside.
The mechanics stay consistent—but the narrative expression is yours.
Let your spells become part of your character’s voice.
Blast - Cost: 3
Unleash a focused burst of elemental or arcane energy that strikes a single target. The damage is equal to the spell’s Potency in dice (e.g., Potency 4 = 4D damage). The nature of the damage—fire, lightning, arcane, etc.—is chosen by the caster and must match a valid damage type for their Magic Skill. This is the most straightforward and direct damaging effect.
Expose - Cost: 2
Inflict the Vulnerable Condition on a target for a number of rounds equal to the spell’s Potency. While Vulnerable, the target suffers additional damage when harmed—each time they take damage, they suffer +1D additional damage. Applying this Condition requires a successful Contested Resistance check.
Dispel - Cost: 3
Unravel or suppress an active magical effect, ritual, ward, or summoned construct. To successfully dispel an effect, the Potency of this spell must be equal to or greater than the Potency of the magical effect being targeted. Most effects do not openly display their Potency—determining this information usually requires a successful Arcana check, either before casting or as part of an investigation.
Dispel doesn’t retroactively negate damage or undo what has already occurred—it only halts ongoing magical effects from continuing. This makes it especially useful against lingering Conditions, summoned forces, sustained illusions, or protective fields.
Dispel is not limited to effects created by other casters; it can also disrupt environmental magic, cursed objects, or wild magic zones at the GM’s discretion.
Conjure - Cost: 4
Manifest a temporary, fully functional object made of magical energy. The item created is tangible, solid, and behaves as if crafted from real materials, but will vanish after 1 hour.
You may conjure a single object per casting. The item can be crafted to resemble any mundane tool, device, or item, but cannot be magical, sentient, or made of special materials (like sunsteel or emberglass).
The Potency of the spell determines the complexity of the item:
- Potency 1–2: Simple, solid objects like a rope, shovel, bowl, lantern, or walking stick.
- Potency 3–4: Items with basic mechanical parts, like a bellows, a longbow, a fishing reel, a hinge, or a signal horn.
- Potency 5+: Complex constructions such as a crossbow, pulley system, winch, trap trigger, or water filtration device.
Conjured items can be used normally during their lifespan, but they cannot be repaired, enhanced, or used as permanent equipment. Once the duration ends, the object dissolves into energy and vanishes.
Items created with Conjure vanish instantly when the duration ends. They cannot be repaired, sold, or passed off as permanent goods. Although their appearance can mimic various degrees of craftsmanship, with minimal inspection even the most oblivious of vendors can identify Conjured goods.
Use Conjure for clever problem-solving—whether you need a way across a gap, to escape a cage, create a decoy, or make an improvised tool on the fly.
Structure - Cost: 3
Shape the battlefield by creating large, solid, and simple objects from magical force or elemental material. This effect is used to conjure walls, bridges, stairs, shields, platforms, or other basic architectural forms. The creations are unadorned and lack fine detail, mechanical components, or moving parts.
The structure may span up to X cubic yards in volume, where X equals the spell’s Potency. The caster chooses the material—stone, ice, roots, flame, or other thematically fitting substances based on their Magic Skill. Solid materials produce solid, climbable structures, while elemental forms may block, obscure, or inflict harm depending on context.
The structure remains for one hour, or until destroyed or dispelled. Its durability is reasonable based on the material and purpose, though not indestructible. At higher Potency (typically 5 or more), a caster can create full-scale simple buildings or enclosures—huts, walls with battlements, or raised platforms spanning multiple spaces.
A mage might call up a sweeping ice ramp to cross a chasm or conjure a curved earthen barrier to shield their allies.
This effect is a flexible, tactical tool that rewards creative use and battlefield awareness, allowing casters to dramatically reshape their surroundings—even in the middle of combat.
Force - Cost: 2
Exert magical kinetic pressure to push, pull, or reposition a creature or object up to X yards, where X equals the spell’s Potency. This motion can shift heavy objects, pull someone out of harm’s way, or send a target stumbling backward.
Force does not deal damage. It is used to move things, not harm them. If your goal is to injure or destroy by hurling an object, consider using a different effect, such as Blast. Force is about sudden movement—opening space, altering momentum, or redirecting flow.
Targets can make a Contested Resistance roll to avoid being moved. The caster chooses the direction of movement.
Very heavy or anchored objects may require higher Potency to move. The GM should always let the player know if an object will require additional power before the spell is cast. For inanimate targets, be sure you are aware of the Object Resistance rules above.
Whether pulling an ally from a collapsing ledge, slamming open a reinforced gate, or shifting a massive boulder, Force channels raw magical motion into the world.
Heal - Cost: 4
Restore Hit Points to a living target by restoring their vitality and repairing their physical form. The amount healed is equal to the spell’s Potency in dice (e.g., Potency 3 = 3D healing).
This effect is reliable and restorative—used to mend injuries, close wounds, and bring a body back from the brink. The exact nature of the magic depends on the caster. It might knit flesh like threads of light, fill cracks with golden energy, or wash over the target like a breeze of renewal.
Sense - Cost: 3
Extend your awareness beyond normal senses to intuitively perceive life signs, spirits, emotions, or magical energy. This spell is ideal for magical tracking, aura reading, or discovering hidden presences. The way you perceive the result is shaped by your magic—Soulsong might feel a pulse of pain, Veilcraft might ripple shadows near a lie.
For each point of Potency, you may ask one focused question about the unseen world. The GM will provide sensory, emotional, or magical impressions in response.
Examples of questions:
- Are there spirits nearby?
- What emotion lingers in this room?
- Can I feel a magical presence ahead?
- Where did the creature flee to?
Contested Resistance applies if the target is attempting to hide. Against passive concealment, success is automatic.
Reveal - Cost: 4
Expose that which is hidden—illusions, glamours, magical disguises, secret doors, cloaked objects, magical traps, or invisible creatures. Reveal strips away concealment, forcing the hidden thing into the light.
You must specify what you’re attempting to reveal (e.g., “I want to expose magical illusions in this room”). The nature of the effect will guide the GM's response.
Potency determines how much is revealed:
- Potency 1 – Detects the presence of hidden or concealed objects, illusions, or beings
- Potency 2 – Indicates direction or approximate area of concealment
- Potency 3 – Pinpoints exact location or form
- Potency 4 – Full visual or conceptual reveal (e.g., dispels illusion, shows object clearly)
- Potency 5+ – Full reveal plus deeper insight (e.g., how it was hidden, who placed it, why, information about traps)
If the concealment is magical, Reveal must meet or exceed the Potency of the Obscure effect.
Against mundane concealment (e.g., hiding behind a wall or sleight of hand), use a Contested Resistance roll.
Failing the Control Roll still reveals something—but it may be distorted, partial, or attract unwanted attention.
Obscure - Cost: 4
Shroud a person, object, or area in illusion, distortion, or magical concealment. The effect may take the form of shadows, sensory misdirection, or subtle shifts in perception—whatever best fits the caster’s theme. Obscure does not simply hide—it actively resists discovery, both magical and mundane.
When a non-magical observer attempts to detect or reveal something obscured by this spell, their relevant skill check must meet or exceed the Control Roll used to cast Obscure. For magical attempts, the caster must meet or exceed the spell’s Potency with their own spell.
Obscure offers powerful narrative flexibility. It may make something vanish from view, appear mundane or uninteresting, or become muffled to magical detection. The GM should work with the player to determine how the concealment manifests and what it conceals.
Summon - Cost: 5
Call forth a magical creature, elemental force, or spirit bound to your will. The summoned being appears instantly and is under the direct control of the caster for a number of minutes equal to the spell’s Potency. The nature of the creature—its form, abilities, and demeanor—should match the caster’s magic skill and intent.
The creature is cooperative and loyal while summoned but disappears when the spell ends or is dismissed. These beings are not mindless; they may speak, interact, or offer insights depending on their origin, but they will never disobey or act against the caster’s wishes during the spell’s duration.
Power Level (Potency)
- Potency 1–2: Minor spirits, small beasts, flickering familiars or messengers with limited strength or utility
- Potency 3–4: Mid-tier elementals, guardian beasts, shadowy wardens—capable of assisting in combat or aiding major challenges
- Potency 5+: Powerful constructs, ancestral spirits, primal forces—entities that feel like true manifestations of magic
Some summonable creatures can be found in the Bestiary. GMs are encouraged to use or adapt these entries to match the spell’s theme and Potency, or to collaborate with players to create unique summoned entities.
Vigor - Cost: 4
Vigor alters the internal vitality of a target—strengthening or disrupting their physical resilience. This might appear as hardened muscles, trembling limbs, radiant energy, or unseen force—whatever best reflects the caster’s intent.
Vigor also includes magical shielding effects—narratively described as wards, barriers, or auras—which absorb harm through temporary Soak or enhance a character’s natural resistance.
Vigor’s effects last for the remainder of the scene, unless otherwise disrupted or ended.
The spell can apply the Fortified Condition with one of the following effects:
- Grant +XD temporary Soak boxes, where X is the spell’s Potency
- Grant +X to a single Resistance of the target’s choice (such as Physical, Arcane, or Nature)
- Grant +X to a physical Core Skill for the duration (such as Agility, Might, or Fortitude)
Or apply the Weakened Condition with one of the following effects:
- Remove XD Soak from the target’s pool
- Apply –X to a single Resistance, reducing defense against related effects. If this lowers a Resistance below 0, attackers gain that many bonus dice when targeting the affected type
- Apply –X to a physical Core Skill, reducing the target’s effectiveness with that skill for the duration
Vigor may also be used to affect magical Conditions tied to stamina, health, or vitality—such as disease, fatigue, or exhaustion. These uses often require a Contested Resistance roll to apply or remove, depending on the situation.
Influence - Cost: 4
Influence manipulates the emotional state or behavioral drive of a creature—either reinforcing their clarity and resolve, or disrupting it through fear, doubt, or magical suggestion. It might present as radiant calm, a pressure behind the eyes, whispering voices, or an overwhelming sense of dread. However it manifests, Influence targets the mind, not the body.
The caster defines the intended emotional or behavioral shift—such as calming aggression, provoking fear, instilling trust, compelling retreat, or sowing confusion. This effect does not grant direct control over a creature’s actions, but it can strongly sway their behavior, mood, or focus.
To affect a target, the caster must succeed in a Contested Resistance roll. On success, the spell applies one of two Conditions for a number of rounds equal to its Potency:
Inspired – The target gains one of the following benefits:
- +X to a non-physical Core Skill (such as Insight, Persuasion, or Investigation)
- +2D on Contested Resistance rolls against emotional or mental Conditions (e.g., Frightened, Charmed, Disoriented)
Shaken – The target suffers one of the following effects:
- –X to a non-physical Core Skill, such as Deception, Performance, or Technology
- –2D on Contested Resistance rolls against emotional or mental Conditions
Influence can also be used narratively to stir memory, shift loyalty, suppress panic, or embolden action.
Bind - Cost: 3
Bind restrains a creature’s movement using magical force—manifesting as shadowy grips, chains of light, entangling roots, or other fitting imagery. The effect reduces the target’s Speed by 3×Potency (rounded up to nearest 5). If this reduction brings the target’s Speed to 0 or below, they are Immobilized for the duration.
Targets must succeed a Contested Resistance roll to avoid the effect. If they fail, the slowing effect lasts for a number of rounds equal to the spell’s Potency.
Weave - Cost: 4
Weave alters perception—bending reality through crafted illusions, false memories, or sensory distortions. Whether subtle or dramatic, these illusions can affect individuals or groups, reshaping how they interpret the world around them.
Weave can be used to create visions, voices, smells, sensations, or layered effects. The illusion may be static, moving, interactive, or layered with emotional influence. It can resemble anything the caster imagines, but it remains intangible unless combined with another effect like Conjure or Shape.
Potency determines the duration of the illusion (in rounds), and the complexity it can support:
- Potency 1–2: Simple illusions — one sense (a voice, a flicker of light, a faint scent)
- Potency 3–4: Multi-sensory illusions — visuals and sound, basic interaction, shifting form
- Potency 5+: Complex illusions — multiple senses, moving components, near-real believability
Illusions do not deal damage directly, but may provoke emotional or psychological responses—such as fear, awe, panic, or trust—based on the caster’s intent. When attempting to instill a specific emotional state, the target must succeed a Contested Resistance roll against the caster’s Control Roll, or be affected for the spell’s full duration.
Shape - Cost: 3
Shape allows the caster to transform existing physical material into a new form without altering its substance. It bends, stretches, fuses, splits, or smooths what already exists—turning stone walls into staircases, iron bars into spikes, or wooden beams into sculpted frames.
This effect is precise but limited: the material retains its original properties. Wood remains wood, metal remains metal—only its form changes.
Potency determines the level of control and detail:
- Potency 1–2: Crude manipulation—bend, flatten, or split a material; create basic shapes or openings
- Potency 3–4: Functional shaping—staircases, doors, reinforced barriers, basic tools, etc.
- Potency 5+: Fine craftsmanship—decorative or interlocking structures, fitted mechanical parts, or reshaped surfaces with refined structural complexity
Shape is limited only by the caster’s imagination, Potency, and the material at hand. It is a versatile tool for construction, adaptation, and creative problem-solving.
Transmute - Cost: 3
Transmute alters the substance of an existing object or material without changing its form. With a word and a gesture, the caster might turn wood into steel, cloth into stone, or sand into glass—leaving the object's shape, structure, and details intact while rewriting what it's made of.
Potency determines the complexity and rarity of the transformation:
- Potency 1–2: Common-to-common changes (wood to stone, dirt to clay)
- Potency 3–4: Common-to-uncommon or more refined changes (wood to steel, glass to crystal, stone to ice)
- Potency 5+: Rare or multi-material changes (cloth to gold, rock to living plant matter, or merging two materials into a hybrid form)
Transmute is a powerful effect with wide applications, but it does not create new mass—only changes what’s already there. The more unnatural or refined the result, the more energy is required to force reality to accept the change.
Temper - Cost: 2
Alter the structural integrity of a single object, reinforcing or weakening its physical resilience through magical means.
The caster targets one distinct object (excluding any attached or internal components) and changes its durability. This change is permanent, but any decent inspection of the item will reveal that it has been magically tempered.
To successfully alter the object, the caster must overcome its resistance. This is resolved using the rules in the Object Resistance section of the Magic chapter.
Once successful, the caster chooses one of the following:
- Reinforce: Increase the object’s Threshold by (Potency × 2)
- Weaken: Decrease the object’s Threshold by (Potency × 2)
This is a great tool for getting through a strong barrier, or reinforcing something that a party doesn’t want broken.
Mend - Cost: 2
Restore a single broken or damaged object to working order. Mend repairs physical damage—sealing cracks, rejoining parts, restoring lost shape—and can also reactivate magical or mechanical functions if the item is otherwise intact. It cannot enhance or improve the object beyond its original form, and it does not repair living creatures or constructs.
The Potency required depends on the complexity of the item, not the severity of its damage. A simple object like a club or ceramic bowl requires less magical precision than a crossbow or alchemical device.
Potency | Complexity Example |
1 | Basic objects: club, bowl, rope, chair |
2 | Standard tools: sword, hammer, cooking pot |
3 | Functional items: crossbow, pulley, compass |
4 | Mechanical or magical devices |
5+ | Intricate or hybrid systems with many parts |
Players should work with the GM to determine the appropriate Potency for the item they wish to repair. The GM may also require a Control Roll to overcome the object’s Resistance to Change if the damage is extreme or the item’s current state resists restoration. See Object Resistance for more information.
Mend’s effects are permanent, and the repaired item functions as it did before it was broken.
Forms
Forms determine how a spell takes shape—its delivery method, shape, or point of effect. While Effects define what the spell does, and Ranges define where it happens, the Form answers how it’s applied.
Some Forms are simple, like affecting only yourself. Others define specific areas, projectiles, or complex patterns. Each Form has a Cost, added to the total Difficulty of casting the spell.
Choose the Form that best fits your intent. A fireball and a flaming sword might use the same Effect, but their Forms—and therefore their impact—will be very different.
Self - Cost: 1
The spell affects only the caster. Use this when the magical effect is entirely internal or centered on your own body—such as boosting your senses, reinforcing your form, or enhancing your natural abilities.
Touch - Cost: 1
The spell requires physical contact with the target. Quick, direct, and often used for buffs, healing, or close-range debuffs.
Ray - Cost: 2
A narrow, precise beam or bolt targeting a single creature or object in sight. Requires line of sight but not touch.
Whisper - Cost: 2
Delivers the spell subtly into a target’s senses—seen, heard, or felt only by them. Ideal for secret messages, illusions, or manipulation.
Tether - Cost: 2
Creates a sustained link between caster and target(s). The connection can transfer ongoing effects, control, or shared senses. Can tether multiple targets. Must pay for each target, but each additional target adds +1 to the cost (2 for first, 3 for second, 4 for third)
Line - Cost: 3 / 4
A straight path of magical force. Affects all in a 20-foot line (Cost: 3) or a 40-foot line (Cost: 4). Perfect for beams, sprays, or sweeping strikes. The line remains for the duration of the spell and applies the spell effects to those who come in contact with it.
Cone - Cost: 3 / 4
A wide fan-shaped area radiating from the caster. Affects all in a 15-foot cone (Cost: 3) or a 30-foot cone (Cost: 4). Useful for blasts or roars of power.
Trail - Cost: 2
Leaves a lingering path behind the caster or a moving object. The trail remains for the duration of the spell and applies the spell effects to those who come in contact with it.
Burst - Cost: 3 / 4 / 5
Creates an instant explosion centered on a point. Affects all within a 5-foot (Cost: 3), 10-foot (Cost: 4), or 15-foot radius (Cost: 5). A staple for bombs, fireballs, or sudden flashes.
Zone - Cost: 4 / 5
Establishes a stationary, lingering field of magic. Affects all within a 10-foot (Cost: 4) or 15-foot (Cost: 5) radius. Great for traps, sanctuaries, or sustained effects. The zone remains for the duration of the spell and applies the spell effects to those who come in contact with it.
Nova - Cost: 4 / 5
A radial pulse erupts from the caster. Affects all within a 10-foot (Cost: 4) or 15-foot (Cost: 5) radius. Often used for powerful area bursts that center on the caster.
Shell - Cost: 4
Encases a single target in a tight magical layer. The shell conforms to its shape and may protect, imprison, or alter the target in some way.
Aura - Cost: 6 / 10
A constant, mobile field that surrounds the caster in a 5-foot radius (Cost: 6) or 10-foot radius (Cost: 10). Applies its effects to allies, enemies, or terrain within the area as the caster moves. The aura remains for the duration of the spell and applies the spell effects to those who come in contact with it.
Sigil - Cost: 3
Stores the spell’s magic in a rune, glyph, or magical mark. The spell remains dormant until a trigger is met—such as proximity, contact, or a spoken phrase (chosen by the caster). Ideal for traps, wards, or delayed effects.
Cascade - Cost: 6
The spell jumps from the initial target to up to two additional targets, for a total of three targets. Each new target must be the nearest valid creature to the last. If multiple targets are tied for distance, one is chosen at random.
Cascade uses the same Effect and Form for each target, and a creature cannot be struck more than once.
Ranges
Range determines how far the spell travels—or where it takes effect. It’s the spatial anchor of the spell, defining either the target’s location or the point of origin for an area of effect.
Some spells target a single creature or object. Others affect an area, and Range defines where that area begins. For example, a Burst Form combined with a Far Range means you're detonating a fireball across the battlefield—not around yourself.
Each Range has a Cost, which adds to the spell’s total Difficulty. The farther or less certain the target, the higher the cost.
Use Range to establish distance, precision, or risk. A powerful spell means nothing if it can’t reach.
Self - Cost: 1
The spell affects only you—your body, senses, or spirit. You are both the source and the target. No targeting roll required.
Touch - Cost: 1
You must physically touch the target to cast the spell. Requires direct contact but offers precision and reliability.
Close - Cost: 3
The target is within short range (0–30 feet). Typically within the same room, alley, or immediate reach in combat.
Near - Cost: 4
The target is mid-range (31–60 feet). Suitable for wide clearings, large rooms, or short-range projectile magic.
Far - Cost: 5
The target is at long range (61–120 feet). Often used for ranged spells that influence the battlefield from a safe distance—ideal for control, disruption, or support without close engagement.
Very Far - Cost: 6
The target is at extreme range (121 to 200 feet). Reserved for powerful or specialized spells that strike distant foes, alter wide areas, or influence the battlefield from a safe distance when positioning is critical.
Sight - Cost: 8
The target is any being or point you can clearly see, with uninterrupted line of sight. Precision at great distance.
Remote - Cost: 10
The target is not visible, but you know its precise location—such as through scrying, map coordinates, or linked senses.
Unseen - Cost: 15
The target is neither visible nor precisely located. This is a blind cast, guided by intuition, guesswork, or raw magical instinct. High risk, high cost.